Source Code for EG 2025 Paper "Many-Light Rendering Using ReSTIR-Sampled Shadow Maps"
☆24Jul 28, 2025Updated 7 months ago
Alternatives and similar repositories for ReSTIR-Shadow-Maps
Users that are interested in ReSTIR-Shadow-Maps are comparing it to the libraries listed below
Sorting:
- Code for SIGGRAPH 2025 (ToG) paper "Multiple Importance Reweighting for Path Guiding"☆20May 20, 2025Updated 10 months ago
- Source Code for the SIGGRAPH 2025 Paper "Reservoir Splatting for Temporal Path Resampling and Motion Blur".☆41Sep 6, 2025Updated 6 months ago
- A high performance and friendly GPU LBVH implementation.☆41Oct 23, 2025Updated 4 months ago
- 第四届CSIG图像图形技术挑战赛-AMD赛道:光照渲染及渲染优化☆21Sep 23, 2023Updated 2 years ago
- Code for SIGGRAPH 2024 (ToG) paper "Conditional Mixture Path Guiding for Differentiable Rendering"☆25Jul 25, 2024Updated last year
- Code for SIGGRAPH Asia 2024 (TOG) Paper "Efficient Image-Space Shape Splatting for Monte Carlo Rendering"☆29Sep 22, 2024Updated last year
- ReSTIR FG: Real-Time Reservoir Resampled Photon Final Gathering☆62Nov 4, 2025Updated 4 months ago
- Code for SIGGRAPH 2025 conference paper "Automated Task Scheduling for Cloth and Deformable Body Simulations in Heterogeneous Computing E…☆26Nov 22, 2025Updated 3 months ago
- Code for SIGGRAPH 2025 (ToG) paper "Bernstein Bounds for Caustics"☆36Feb 11, 2026Updated last month
- GPU prototype implementation for neural parametric mixtures guiding☆29Jan 31, 2025Updated last year
- High-Performance Cross-Platform GPU-Based Physics Simulator, Based on LuisaCompute☆20Updated this week
- ☆18Jul 17, 2023Updated 2 years ago
- A wave-optical path tracer☆155Jan 8, 2026Updated 2 months ago
- Vector-Valued Monte Carlo Integration Using Ratio Control Variates☆42Sep 27, 2025Updated 5 months ago
- Introduction to GLSL for Vulkan API☆19Sep 30, 2023Updated 2 years ago
- Source Code for SIGGRAPH North America 2025 Paper "Practical Stylized Nonlinear Monte Carlo Rendering"☆40Sep 13, 2025Updated 6 months ago
- ☆24Aug 22, 2023Updated 2 years ago
- 【清华大学《计算机动画原理与算法》大作业】MPM fluid simulation and surface reconstruction using Taichi; A path tracer implemented by LuisaCompute python front…☆14Jan 16, 2024Updated 2 years ago
- EMCA: Explorer of Monte Carlo based Algorithms☆14Nov 11, 2021Updated 4 years ago
- A Vulkan path trace that contains advanced methods like parallax-aware path guiding and irradiance caching, as well as standard methods l…☆12Apr 18, 2021Updated 4 years ago
- NVIDIA RTX Character Rendering SDK☆97Mar 11, 2026Updated last week
- Implementation of "Efficiency-Aware Russian Roulette and Splitting" (SIGGRAPH 2022)☆49Jun 6, 2023Updated 2 years ago
- Code and resources for SIGGRAPH 2023 paper NeuSample: Importance Sampling for Neural Materials☆17Jul 15, 2024Updated last year
- ☆18Jul 31, 2024Updated last year
- Demo project for the leb3D structure for path tracing☆25Aug 10, 2025Updated 7 months ago
- Houdini HDK backended research oriented physics-based animation infrastructure.☆13Apr 27, 2024Updated last year
- Robust Fitting of Parallax-Aware Mixtures for Path Guiding - SIGGRAPH 2020☆36Feb 20, 2025Updated last year
- An OptiX 7 implementation of SPCBPT: Subspace-based Probabilistic Connections for Bidirectional Path Tracing☆15Apr 15, 2024Updated last year
- ☆13Dec 12, 2022Updated 3 years ago
- OptiX ray tracing toy framework☆12Mar 22, 2024Updated last year
- A CPU renderer using Monte-Carlo ray tracing algorithm.☆14Aug 26, 2020Updated 5 years ago
- Implementation of the SIGGRAPH Asia 2024 conference paper "A Statistical Approach to Monte Carlo Denoising" [Sakai et al. 2024] based on …☆16Oct 15, 2025Updated 5 months ago
- Demo code for the compressed shadow maps project☆60Nov 20, 2019Updated 6 years ago
- a GPU ray tracer rewritten from PBRT-v4☆22Dec 16, 2025Updated 3 months ago
- Codebase for SIGGRAPH 2025 "Stable Cosserat Rods"☆41Oct 1, 2025Updated 5 months ago
- Source Code (Direct Lighting Part) for SIGGRAPH 2024 Paper "Area ReSTIR: Resampling for Real-Time Defocus and Antialiasing"☆180Nov 1, 2024Updated last year
- Scriptable CLI for RenderDoc captures — built for terminal workflows, CI pipelines, and AI agents☆54Updated this week
- HLSL code for https://developer.nvidia.com/blog/optimizing-compute-shaders-for-l2-locality-using-thread-group-id-swizzling/☆67Feb 29, 2024Updated 2 years ago
- Unified Incremental Potential Contact Framework Documentation☆13Updated this week