W298 / SurfelGILinks
Real-Time dynamic global illumination based on surfel. This project is based on GIBS presented at SIGGRAPH 2021. Implemented with Falcor framework.
☆113Updated last year
Alternatives and similar repositories for SurfelGI
Users that are interested in SurfelGI are comparing it to the libraries listed below
Sorting:
- A DirectX12-based C++-application that allows graphics programmers to learn and experiment with the new Work Graphs feature using HLSL sh…☆127Updated 7 months ago
- ReSTIR GI Implementation on Falcor 5.1 based on the source code provided by Daqi Lin for his ReSTIR PT paper☆95Updated 3 years ago
- A hybrid Vulkan renderer with a Render Graph, capable of real-time global illumination and ray-traced reflections.☆44Updated 2 years ago
- Spatially Hashed Radiance Cache (SHaRC) Library☆100Updated last month
- A voxel cone traced realtime Global Illumination rendering engine in dx12, wip☆62Updated 4 years ago
- XUSG, XU's supreme graphics lib, is a handy wrapper currently for DirectX 12. It can be a good reference for designing your own DX12 wrap…☆126Updated last week
- Experimental DirectX 12 Rendering Engine☆93Updated 8 months ago
- Source code for the paper "ReSTIR Subsurface Scattering for Real-Time Path Tracing" (HPG 2024)☆50Updated last year
- Voxel cone traced dynamic global illumination.☆57Updated 2 years ago
- Real-time software rasterizer using compute shaders, including vertex processing stage (IA and vertex shaders), bin rasterization, tile r…☆121Updated 10 months ago
- Sample for cluster-based continuous level of detail rasterization or ray tracing☆143Updated this week
- ☆163Updated 5 years ago
- A C++/DirectX 11 implementation of "A Scalable and Production Ready Sky and Atmosphere Rendering Technique"☆91Updated 4 years ago
- A sample demonstrating hybrid ray tracing and rasterisation for reflections.☆57Updated 4 years ago
- OpenGL Renderer w/ FrameGraph☆114Updated 11 months ago
- Simplified Nanite Implementation in MiniEngine☆23Updated last year
- Vulkan implementation of ReSTIR☆186Updated 3 years ago
- Simple DirectX 12 toy framework for testing Global Illumination: Reflective Shadow Mapping, Light Propagation Volume, Voxel Cone Tracing,…☆91Updated 2 years ago
- Vulkan meshlet + visibility buffer renderer☆59Updated 2 years ago
- A collection of NRI samples demonstrating basic usage (also works as a test bench)☆52Updated last week
- A Vulkan implementation of the Visibility Buffer rendering method with hardware tessellation☆22Updated 6 years ago
- Graphics toolkits☆34Updated 3 months ago
- ☆79Updated last year
- (WIP) Small game engine made for fun and educational proposes. Might do something with it later, might not.☆96Updated this week
- ☆23Updated 4 years ago
- Standalone distribution of the Lumen path tracer☆25Updated 4 years ago
- Collection of meshlet generation algorithms☆123Updated 2 months ago
- HLSL code for https://developer.nvidia.com/blog/optimizing-compute-shaders-for-l2-locality-using-thread-group-id-swizzling/☆67Updated last year
- Precomputed Radiance Transfer in OpenGL☆34Updated 4 years ago
- 🌋🖖🏽 PBR, IBL, Clustered Forward Shading, Path Tracing, Shadow Mapping, and more!☆104Updated last year