TheRealMJP / SpecularAALinks
A demo of various normal map filtering techniques for reducing specular aliasing
☆86Updated 7 years ago
Alternatives and similar repositories for SpecularAA
Users that are interested in SpecularAA are comparing it to the libraries listed below
Sorting:
- Public repository for my GDC 2019 presentation "Breaking Down Barriers"☆128Updated 6 years ago
- ☆63Updated 7 years ago
- ☆98Updated 2 years ago
- Cone-sphere occlusion LUT generator☆82Updated 8 years ago
- Intel® Graphics Optimized Temporal Anti-Aliasing (TAA)☆120Updated 2 years ago
- BRDF LUT generation for PBR Pipelines☆156Updated 7 years ago
- Example programs and source code for GPU Zen 2☆155Updated 6 years ago
- Real-Time Global Illumination using Precomputed Light Field Probes☆124Updated 7 years ago
- Checkerboard Rendering and Dynamic Resolution Rendering in the DX12 MiniEngine☆181Updated 2 years ago
- This demo implements BVH construction and GPU traversal for rendering hard shadows.☆132Updated 4 years ago
- HLSL code for https://developer.nvidia.com/blog/optimizing-compute-shaders-for-l2-locality-using-thread-group-id-swizzling/☆65Updated last year
- Fast Indirect Illumination Using Two Virtual Spherical Gaussian Lights☆154Updated 4 months ago
- Volumetric Clouds plugin for Stingray☆63Updated 8 years ago
- Outdoor Light Scattering Sample☆243Updated 8 years ago
- A sample demonstrating hybrid ray tracing and rasterisation for shadow rendering and use of the FidelityFX Denoiser.☆64Updated 4 years ago
- Variable Rate Shading and Depth of Field☆98Updated 2 years ago
- Low-Resolution Rendering Sample☆63Updated 9 years ago
- RT-RSM is a real-time Global Illumination technique using GPU ray tracing☆62Updated 5 years ago
- LibVT is a library implementing "virtual texturing".☆119Updated 9 years ago
- Horizon Based Ambient Occlusion☆117Updated 9 years ago
- Real-time software rasterizer using compute shaders, including vertex processing stage (IA and vertex shaders), bin rasterization, tile r…☆120Updated 4 months ago
- Hexagonal Bokeh Blur☆104Updated 8 years ago
- Clustered forward rendering demo with Vulkan☆57Updated 7 years ago
- An OpenGL implementation of Eric Bruneton's Precomputed Atmospheric Scattering paper.☆84Updated 5 years ago
- Implementation of "Dynamic Diffuse Global Illumination with Ray-Traced Irradiance Fields"☆66Updated 4 years ago
- Adaptive Order Independant Transparency Sample☆52Updated 2 years ago
- Demo code for the compressed shadow maps project☆48Updated 5 years ago
- Code for "Real-time Rendering of Layered Materials with Anisotropic Normal Distributions", SIGGRAPH ASIA 2019.☆35Updated 3 years ago
- A collection of HLSL functions one can include to use spherical harmonics in shaders. This repository can be simply be used as a submodul…☆262Updated 3 years ago
- Master's thesis implementing real-time global illumination method.☆156Updated 7 years ago