TheNumbat / DiopterLinks
Vulkan 1.3 real-time path tracer using rpp and rvk
☆33Updated 9 months ago
Alternatives and similar repositories for Diopter
Users that are interested in Diopter are comparing it to the libraries listed below
Sorting:
- ☆79Updated last year
- Renderer and BVH traversal library☆59Updated last week
- This is my experiments with BVH build algorithms on GPU.☆56Updated last year
- FlatlandRT is a 2D ray tracer visualization tool☆76Updated 2 weeks ago
- Implementation for "Bounding Volume Hierarchy Optimization through Agglomerative Treelet Restructuring"☆56Updated 10 years ago
- Implementation of the paper: `GPU Ray Tracing using Irregular Grids`☆53Updated 7 years ago
- An interactive OpenCL wavefront path tracer☆78Updated last year
- ☆68Updated 2 years ago
- `pbrlab` is well-verified(through brute force human verification and debugging) path tracing + PBR shading/rendering implementation.☆38Updated 2 weeks ago
- Meeting notes of the Graphics Programming Virtual Meetup☆80Updated 10 months ago
- An official implementation of the paper "Real-Time Shading of Free-Form Area Lights using Linearly Transformed Cosines". Please refer to …☆34Updated 4 years ago
- Minimal pathtracer using Vulkan RayTracing☆49Updated 2 months ago
- RTX path tracing + GPU closest point queries (Vulkan)☆21Updated last year
- Immediate-mode fork of the mitsuba renderer. (See Wiki for branches.)☆68Updated 4 years ago
- A Hardware Raytracing based Progressive Photon Mapper using Falcor 5.2☆59Updated last year
- Real-time Global Illumination with Vulkan Ray Tracing API☆100Updated 2 years ago
- Gradient-domain Volumetric Photon Density Estimation, SIGGRAPH 2018☆41Updated 2 years ago
- C++ implementation of "Stochastic Generation of (t,s) Sample Sequences", by Helmer, Christensen, and Kensler (2021)☆55Updated last year
- Implementation of "Single-pass stratified importance resampling"☆31Updated 3 years ago
- A wave-optical path tracer☆127Updated last month
- A collection of primarily graphics programming focused blog posts.☆69Updated 11 months ago
- Source code for SIGGRAPH Asia 2021 paper "Fast Volume Rendering with Spatiotemporal Reservoir Resampling"☆163Updated last year
- Source Code for HPG 2022 Paper "Virtual Blue Noise Lighting"☆50Updated 3 years ago
- An implementation of NVIDIA's paper "Efficient Incoherent Ray Traversal on GPUs Through Compressed Wide BVHs"☆124Updated 10 months ago
- Codebase to accompany the book: A Hitchhiker’s Guide to Multiple Scattering☆95Updated 2 years ago
- ☆124Updated 2 months ago
- Improved Blue Noise Generator☆40Updated 2 years ago
- Hybrid raytracing and filtering playground.☆27Updated 6 years ago
- ☆19Updated 4 years ago
- Implementation of "Efficiency-Aware Russian Roulette and Splitting" (SIGGRAPH 2022)☆48Updated 2 years ago