Twinklebear / dxr-ao-bake
A demo of ambient occlusion map baking using DXR
☆64Updated 2 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
- C++ implementation of "Stochastic Generation of (t,s) Sample Sequences", by Helmer, Christensen, and Kensler (2021)☆55Updated last year
- DX12 Path Tracer with ShaderToy interop☆43Updated 2 months 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☆97Updated 2 years ago
- 🥧 An OpenGL 4.x example of GPU Zen 2's ray casting techniques for baked texture generation chapter.☆44Updated 5 years ago
- Assets used during the creation of SEED's Project PICA PICA☆74Updated 5 years ago
- LucidRaster: real-time GPU software rasterizer for exact OIT☆38Updated 3 weeks ago
- Creates blue noise data using the SIGGRAPH 2016 paper from Solid Angle.☆43Updated 2 years ago
- A collection of various Sky Model implementations in OpenGL suitable for real-time rendering.☆80Updated 5 years ago
- Shows how to bake ambient occlusion at mesh vertices using OptiX Prime☆45Updated 5 years ago
- A small dx12 base program I use to test shaders and techniques☆48Updated 2 years ago
- Image Based Lighting using DirectX 12.☆41Updated 5 years ago
- An OpenGL implementation of Eric Bruneton's Precomputed Atmospheric Scattering paper.☆83Updated 5 years ago
- Converting vertex meshes to voxel data and visualizing using VCT☆79Updated 8 years ago
- Real-Time Global Illumination using Precomputed Light Field Probes☆116Updated 6 years ago
- An OpenGL sample demonstrating path traced lightmap baking on the CPU with Embree.☆59Updated 5 years ago
- ☆36Updated 4 years ago
- Variance shadow mapping for omni lights with Vulkan☆31Updated 6 years ago
- Code for "Real-time Rendering of Layered Materials with Anisotropic Normal Distributions", SIGGRAPH ASIA 2019.☆35Updated 3 years ago
- Vulkan framework for Windows☆88Updated 5 years ago
- `pbrlab` is well-verified(through brute force human verification and debugging) path tracing + PBR shading/rendering implementation.☆40Updated 9 months ago
- This sample showcases rasterizing and ray tracing displaced NVIDIA Micro-Mesh assets in Vulkan with and without the VK_NV_displacement_mi…☆95Updated last month
- Source Code for HPG 2022 Paper "Virtual Blue Noise Lighting"☆48Updated 2 years ago
- ☆81Updated 6 years ago
- ☆41Updated 4 years ago
- Global Illumination using Spherical Harmonics☆74Updated 4 years ago
- ☆130Updated last year
- Tone Mapper☆72Updated 5 months ago
- Clustered forward rendering demo with Vulkan☆57Updated 7 years ago
- This is a physically based real-time renderer made for learning purposes.☆88Updated 8 years ago