aparis69 / Rock-fracturing
Source code for the paper: Modeling Rocky Scenery using Implicit Blocks, published in The Visual Computer and presented at Computer Graphics International 2020.
☆47Updated 2 years ago
Alternatives and similar repositories for Rock-fracturing:
Users that are interested in Rock-fracturing are comparing it to the libraries listed below
- Source code for the Computer Graphics Forum paper: Desertscapes Simulation. Presented at Pacific Graphics 2019.☆27Updated 2 years ago
- Authors' implementation for the article "Orometry-based terrain analysis and synthesis", SIGGRAPH Asia 2019☆39Updated 5 months ago
- Authors' implementation of the article "Simulation, Modeling, and Authoring of Glaciers", SIGGRAPH Asia 2020☆37Updated 2 weeks ago
- Creates blue noise data using the SIGGRAPH 2016 paper from Solid Angle.☆43Updated 2 years ago
- Source Code for HPG 2022 Paper "Virtual Blue Noise Lighting"☆49Updated 2 years ago
- Source code for the TOG paper: Terrain Amplification with Implicit 3D Features. Presented at Siggraph Asia 2019.☆16Updated 2 years ago
- This demo shows how to use the surface gradient based framework to do compositing of bump maps in both simple and complex scenarios.☆81Updated 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
- Real-Time Shading with Polyhedral Lights using Silhouette Detection☆35Updated 3 years ago
- A demo of ambient occlusion map baking using DXR☆64Updated 3 years ago
- Terrain amplification as described in [Sparse representation of terrains for procedural modeling, Guérin et al. 2016]☆52Updated 5 years ago
- A header-only library which allows (un)quantifying efficiently unorganized indexed unit vector sets in 3D.☆48Updated 5 years ago
- Fast 3d/4d divergence-free noise for shaders.☆45Updated last year
- All documents related to my master thesis☆56Updated last year
- Gpu Renderer and Rasterizer - for python☆28Updated 7 months ago
- Semi-procedural textures using PPTBF (Point Process Texture Basis Functions).☆42Updated 4 years ago
- The sample for the GPU Pro 6 article on volumetric explosions.☆50Updated 10 years ago
- ☆55Updated 9 months ago
- C++ implementation of "Stochastic Generation of (t,s) Sample Sequences", by Helmer, Christensen, and Kensler (2021)☆55Updated last year
- Stochastic Substitute Tree (SST) real-time demo☆20Updated 4 years ago
- Efficient rendering with distance fields☆84Updated 7 years ago
- An OpenGL implementation of Eric Bruneton's Precomputed Atmospheric Scattering paper.☆83Updated 5 years ago
- A small dx12 base program I use to test shaders and techniques☆48Updated 2 years ago
- ☆36Updated 4 years ago
- Supplemental source code for "A Halfedge Refinement Rule for Catmull Clark Subdivision"☆37Updated 2 months ago
- ☆97Updated 2 years ago
- RT-RSM is a real-time Global Illumination technique using GPU ray tracing☆62Updated 5 years ago
- Converting vertex meshes to voxel data and visualizing using VCT☆79Updated 8 years ago
- A GPU implementation of a unified approach to grown structures, implemented with Vulkan☆48Updated 7 years ago
- A GPU based implementation of the optimization described in the paper "A Low-Discrepancy Sampler that Distributes Monte Carlo Errors as a…☆21Updated last year