W298 / SurfelGILinks
Real-Time dynamic global illumination based on surfel. This project is based on GIBS presented at SIGGRAPH 2021. Implemented with Falcor framework.
☆95Updated 10 months ago
Alternatives and similar repositories for SurfelGI
Users that are interested in SurfelGI are comparing it to the libraries listed below
Sorting:
- A hybrid Vulkan renderer with a Render Graph, capable of real-time global illumination and ray-traced reflections.☆41Updated 2 years ago
- A DirectX12-based C++-application that allows graphics programmers to learn and experiment with the new Work Graphs feature using HLSL sh…☆88Updated last month
- ReSTIR GI Implementation on Falcor 5.1 based on the source code provided by Daqi Lin for his ReSTIR PT paper☆84Updated 2 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…☆123Updated last week
- Spatially Hashed Radiance Cache (SHaRC) Library☆77Updated 5 months ago
- Experimental DirectX 12 Rendering Engine☆91Updated 2 months ago
- Source code for the paper "ReSTIR Subsurface Scattering for Real-Time Path Tracing" (HPG 2024)☆48Updated 7 months ago
- A C++/DirectX 11 implementation of "A Scalable and Production Ready Sky and Atmosphere Rendering Technique"☆87Updated 4 years ago
- OpenGL Renderer w/ FrameGraph☆98Updated 4 months ago
- A sample demonstrating hybrid ray tracing and rasterisation for reflections.☆57Updated 3 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
- ☆160Updated 4 years ago
- Precomputed Radiance Transfer in OpenGL☆32Updated 3 years ago
- A voxel cone traced realtime Global Illumination rendering engine in dx12, wip☆58Updated 3 years ago
- A Vulkan implementation of the Visibility Buffer rendering method with hardware tessellation☆20Updated 6 years ago
- Voxel cone traced dynamic global illumination.☆54Updated last year
- Sample for cluster-based continuous level of detail rasterization or ray tracing☆75Updated last week
- Simple DirectX 12 toy framework for testing Global Illumination: Reflective Shadow Mapping, Light Propagation Volume, Voxel Cone Tracing,…☆81Updated 2 years ago
- Vulkan meshlet + visibility buffer renderer☆54Updated last year
- ☆72Updated last year
- A DirectX 12 renderer featuring Deferred and Forward rendering paths, PBR, various post-processing effects, and more.☆52Updated last year
- Vulkan implementation of ReSTIR☆170Updated 3 years ago
- Simplified Nanite Implementation in MiniEngine☆16Updated 10 months ago
- A Physically Based Vulkan Renderer.☆33Updated 2 weeks ago
- A Realtime PathTracer maybe gkNextEngine later☆79Updated this week
- HLSL code for https://developer.nvidia.com/blog/optimizing-compute-shaders-for-l2-locality-using-thread-group-id-swizzling/☆65Updated last year
- RT-RSM is a real-time Global Illumination technique using GPU ray tracing☆62Updated 5 years ago
- Vulkan voxel cone tracing renderer based on SVO(sparse voxel octree) and Clipmap☆30Updated 3 years ago
- ☆133Updated 2 years ago
- 🌋🖖🏽 PBR, IBL, Clustered Forward Shading, Path Tracing, Shadow Mapping, and more!☆99Updated 9 months ago