Twinklebear / dxr-ao-bakeLinks
A demo of ambient occlusion map baking using DXR
☆64Updated 3 years ago
Alternatives and similar repositories for dxr-ao-bake
Users that are interested in dxr-ao-bake are comparing it to the libraries listed below
Sorting:
- Converting vertex meshes to voxel data and visualizing using VCT☆79Updated 8 years ago
- 🥧 An OpenGL 4.x example of GPU Zen 2's ray casting techniques for baked texture generation chapter.☆45Updated 6 years ago
- DX12 Path Tracer with ShaderToy interop☆43Updated 5 months ago
- A collection of various Sky Model implementations in OpenGL suitable for real-time rendering.☆81Updated 6 years ago
- Renderer using C++, Embree and USD to achieve Path Tracing techniques on the CPU☆56Updated last year
- Image Based Lighting using DirectX 12.☆41Updated 5 years ago
- A small dx12 base program I use to test shaders and techniques☆48Updated 2 years ago
- A small dx11 base program I use to test shaders and techniques☆87Updated 3 years ago
- Creates blue noise data using the SIGGRAPH 2016 paper from Solid Angle.☆43Updated 2 years ago
- An official implementation of the paper "Real-Time Shading of Free-Form Area Lights using Linearly Transformed Cosines". Please refer to …☆32Updated 3 years ago
- Variable Rate Shading and Depth of Field☆98Updated 2 years ago
- An OpenGL sample that demonstrates baking SDFs and using them to add Soft Shadows and Ambient Occlusion to a rasterized scene.☆52Updated 3 years ago
- This is a physically based real-time renderer made for learning purposes.☆89Updated 8 years ago
- Assets used during the creation of SEED's Project PICA PICA☆76Updated 5 years ago
- C++ implementation of "Stochastic Generation of (t,s) Sample Sequences", by Helmer, Christensen, and Kensler (2021)☆55Updated last year
- Code for "Real-time Rendering of Layered Materials with Anisotropic Normal Distributions", SIGGRAPH ASIA 2019.☆35Updated 3 years ago
- Ray Traced Ambient Occlusion (RTAO) implemented using DirectX Raytracing (DXR)☆77Updated 6 years ago
- Rendering framework with rasterizers & path tracers implemented using Vulkan, OptiX & OpenGL☆97Updated 3 years ago
- Offline renderer used for my blog posts☆103Updated 6 years ago
- Demo code for the compressed shadow maps project☆46Updated 5 years ago
- This sample showcases rasterizing and ray tracing displaced NVIDIA Micro-Mesh assets in Vulkan with and without the VK_NV_displacement_mi…☆96Updated 4 months ago
- Source Code for HPG 2022 Paper "Virtual Blue Noise Lighting"☆49Updated 2 years ago
- This demo implements BVH construction and GPU traversal for rendering hard shadows.☆132Updated 4 years ago
- Spherical/zonal harmonics library☆139Updated last year
- A compute/workgraph workload running inside the Cauldron framework☆29Updated last year
- ☆41Updated 5 years ago
- Repository of the source code and demo of I3D 2020 paper Real-Time Stochastic Lightcuts☆129Updated 3 years ago
- Repo for KickstartRT demo application☆51Updated 2 years ago
- An OpenGL implementation of Eric Bruneton's Precomputed Atmospheric Scattering paper.☆84Updated 5 years ago
- Directx 12 toy engine☆38Updated 5 years ago