StarsX / SmokeAmp
3D smoke simulation by Eulerian grid method for solving Navier-Stokes equation and rendering by volume ray-casting, all in C++ AMP
☆19Updated 5 years ago
Alternatives and similar repositories for SmokeAmp:
Users that are interested in SmokeAmp are comparing it to the libraries listed below
- DirectX 11 3D smoke simulation by Eulerian grid method for solving Navier-Stokes equation and rendering by volume ray-casting, all with c…☆38Updated 5 years ago
- DirectX 12 sample: real-time voxelization making use of tessellation for primitive processing and extrapolations, as well as depth peelin…☆24Updated last week
- XUSGRayTracing-EZ sample on DirectX12: real-time voxelization making use of ray-tracing pipeline for easy solid voxelization.☆27Updated last week
- Demo code for the compressed shadow maps project☆17Updated 5 years ago
- A simple GPU-based CNN exercise sample using C++ AMP, referring to https://www.codeproject.com/Articles/24361/A-Neural-Network-on-GPU☆12Updated 5 years ago
- Authors' implementation of my SIGGRAPH Asia 2019 Technical Briefs (The Power of Box Filters: Real-time Approximation to Large Convolution…☆56Updated last week
- Authors' implementation of our SIGGRAPH Asia 2021 Technical Communications (Viewport-Resolution Independent Anti-Aliased Ray Marching on …☆40Updated 2 months ago
- Sandbox binary and source code for the Siggraph 2017 paper "Water Wave Packets" by Stefan Jeschke (NVIDIA) and Chris Wojtan (IST Austria)☆44Updated 7 years ago
- Authors' implementation of our SIGGRAPH Asia 2021 Technical Communications (Viewport-Resolution Independent Anti-Aliased Ray Marching on …☆32Updated 2 months ago
- Real-time voxelization making use of tessellation for primitive processing and extrapolations, as well as depth peeling for solid voxeliz…☆21Updated 5 years ago
- Ray tracing sample using GGX reflection model, 1spp with spatial-temporal denoiser. Acceleration structure build uses async compute.☆48Updated last week
- physically based path tracer on gpu☆55Updated 4 years ago
- Atmosphere rendering based on precomputed table.☆35Updated 6 years ago
- ☆36Updated 6 years ago
- Vision is a GPU physically based renderer☆34Updated this week
- Implementation of the i3D2018 paper "A Narrow-Range Filter for Screen-Space Fluid Rendering".☆97Updated 4 years ago
- ☆22Updated 3 years ago
- undergraduate student course project in Zhejiang University☆49Updated 8 years ago
- LTC approximation of the Anisotropic GGX for real-time area light shading with anisotropic reflection.☆83Updated 10 months ago
- DirectX 12 sample: real-time rendering with a sparsely volumetric representation from a mesh by depth peeling OIT. The ray-traced shadow …☆14Updated this week
- Source code for the paper "ReSTIR Subsurface Scattering for Real-Time Path Tracing" (HPG 2024)☆42Updated 2 months ago
- Source Code for HPG 2022 Paper "Virtual Blue Noise Lighting"☆48Updated 2 years ago
- ☆25Updated 5 years ago
- RT-RSM is a real-time Global Illumination technique using GPU ray tracing☆62Updated 5 years ago
- ☆12Updated 7 years ago
- Graphics toolkits☆28Updated 2 weeks ago
- A demo of various normal map filtering techniques for reducing specular aliasing☆84Updated 6 years ago
- Master thesis project about hair rendering at Utrecht University☆13Updated 4 years ago
- Implementation of Donner & Jensen's "A Spectral BSSRDF for Shading Human Skin" in PBRT☆17Updated 9 years ago
- Code for "Real-time Rendering of Layered Materials with Anisotropic Normal Distributions", SIGGRAPH ASIA 2019.☆35Updated 3 years ago