TheRealMJP / BakingLab
A D3D11 application for experimenting with Spherical Gaussian lightmaps
☆711Updated 10 months ago
Alternatives and similar repositories for BakingLab:
Users that are interested in BakingLab are comparing it to the libraries listed below
- A sample app that demonstrates several techniques for rendering real-time shadow maps☆858Updated 10 months ago
- Experimentation framework for probe-based lighting☆423Updated 10 months ago
- OpenGL sample for shader-based occlusion culling☆543Updated last year
- A rendering sample that demonstrates bindless deferred texturing using D3D12☆610Updated 4 months ago
- GPU-based Forward+ renderer☆510Updated 5 years ago
- Example code for the research paper "Masked Software Occlusion Culling"; implements an efficient alternative to the hierarchical depth bu…☆637Updated 5 months ago
- A real time global illumination solution that achieves glossy surfaces, diffuse reflection, specular reflection, ambient occlusion, indir…☆631Updated last month
- optimized screen-space ambient occlusion, cache-aware hbao☆360Updated last year
- A barebones sample application to get you jump started with DirectX Raytracing (DXR)!☆402Updated 5 years ago
- Code for "Real-Time Polygonal-Light Shading with Linearly Transformed Cosines"☆434Updated 5 years ago
- Real-time BC6H compression on GPU☆341Updated last year
- Collection of functions that can be used to generate tileable volume/3d noise. An exemple of volume noise functions that can be specifica…☆356Updated 4 years ago
- MSAA and Temporal AA Sample☆335Updated 4 years ago
- A (very) simple path tracer implemented using DirectX Ray Tracing (DXR)☆759Updated last month
- Global illumination with Voxel Cone Tracing in fully dynamic scenes using a 3D clipmap to support huge areas around the camera while main…☆393Updated 2 years ago
- A real-time global illumination implementation using voxel cone tracing. Implemented in C++ and GLSL.☆811Updated last month
- Chop 3D objects to meshlets☆426Updated 2 years ago
- Forward+ renderer in Vulkan using Compute Shader. An Upenn CIS565 final project.☆680Updated 7 years ago
- ISPC Texture Compressor☆451Updated 6 months ago
- Adaptive Screen Space Ambient Occlusion☆247Updated 2 years ago
- An implementation of physically based shading & image based lighting in D3D11, D3D12, Vulkan, and OpenGL 4.☆1,427Updated 3 years ago
- A Vulkan implementation of real-time PBR renderer☆395Updated 7 years ago
- Light probe generation and BRDF authoring for physically based shading.☆790Updated 3 years ago
- GPU texture/buffer performance tester☆601Updated 4 years ago
- This project provides a new implementation of our EGSR 2008 paper "Precomputed Atmospheric Scattering".☆950Updated last year
- A Vulkan sample that demonstrates a Rasterization and Ray Tracing Hybrid Rendering Pipeline.☆835Updated 3 years ago
- Demonstrates a software (CPU) based approach to occllusion culling using multi-threading and SIMD instructions to improve performance.☆404Updated 2 years ago
- This OpenGL/Vulkan sample illustrates the use of "mesh shaders" for rendering CAD models.☆391Updated last year
- A simple framework for rapid prototyping on Vulkan or Direct3D 12☆980Updated last year
- Unreal Engine Sky Atmosphere Rendering Technique☆743Updated 2 years ago