☆17Aug 20, 2020Updated 5 years ago
Alternatives and similar repositories for sig2020_fresnel_decomposition
Users that are interested in sig2020_fresnel_decomposition are comparing it to the libraries listed below
Sorting:
- Musings about a theoretical next generation Blender non linear editor component.☆11Mar 6, 2016Updated 10 years ago
- C++ implementation of "Stochastic Generation of (t,s) Sample Sequences", by Helmer, Christensen, and Kensler (2021)☆55Dec 14, 2023Updated 2 years ago
- Simple Hydra Render Delegate that can be used in Houdini Solaris, or other Pixar USD-compliant viewports.☆16Apr 27, 2024Updated last year
- Game asset build pipeline tool.☆19Jul 27, 2013Updated 12 years ago
- Source for generating blue noise textures via either Void and Cluster or Forced Random Dithering. Generated textures also included.☆17Aug 17, 2021Updated 4 years ago
- Website for the Rendering Massive Virtual Worlds course at SIGGRAPH 2013☆18Jul 29, 2013Updated 12 years ago
- "Progressive Multi-Jittered Sample Sequences" in C++☆38Jul 31, 2020Updated 5 years ago
- Fourier analysis of numerical integration in Monte Carlo rendering: Theory and Practice by Kartic Subr, Gurprit Singh, Wojciech Jarosz☆16Mar 15, 2019Updated 6 years ago
- ☆16Jun 27, 2021Updated 4 years ago
- OpenISS -- a unified multimodal motion data delivery framework.☆23Updated this week
- Raytracing in One Weekend in GLSL using veda☆22Jun 5, 2020Updated 5 years ago
- A GPU based implementation of the optimization described in the paper "A Low-Discrepancy Sampler that Distributes Monte Carlo Errors as a…☆22Jun 15, 2023Updated 2 years ago
- Real-time Approximation of Photometric Polygonal Lights Demo☆18Jun 16, 2021Updated 4 years ago
- A tiny library for launching compute shaders on D3D11, Metal and Vulkan☆26Dec 27, 2020Updated 5 years ago
- Shader Playground on LuisaCompute☆15Oct 18, 2022Updated 3 years ago
- Simple state-machine DSL/library for CommonLisp☆12Apr 23, 2025Updated 10 months ago
- The course notes and sample code for the physically based simulation course given in GAMES Xi'an 05/14/2021☆27Sep 28, 2021Updated 4 years ago
- The code and assets for my book "Physically Based Shader Development for Unity 2017"☆27Jan 3, 2019Updated 7 years ago
- Supplementary source code for "A Spherical Cap Preserving Parameterization for Spherical Distributions"☆55Dec 30, 2017Updated 8 years ago
- A path tracer based on hardware ray tracing☆24Dec 6, 2023Updated 2 years ago
- Implementation of "Single-pass stratified importance resampling"☆30Jul 30, 2022Updated 3 years ago
- ☆26Dec 31, 2021Updated 4 years ago
- Substance Shaders for UE4 Mobile☆31May 23, 2020Updated 5 years ago
- Rendertoy samples☆65Jul 29, 2021Updated 4 years ago
- Deferred Coarse Pixel Shading Source Code (For the article in GPU Pro 7)☆63Sep 18, 2017Updated 8 years ago
- A demo demonstrating a high precision RT caustics algorithm, which has been integrated into NVIDIA's UE4 RTX branch (https://github.com/N…☆32Aug 6, 2022Updated 3 years ago
- Experimentation framework for real-time light culling☆31Jul 23, 2019Updated 6 years ago
- Reference implementation for "Massively Parallel Rendering of Complex Closed-Form Implicit Surfaces" (SIGGRAPH 2020)☆217Jun 30, 2021Updated 4 years ago
- [EGSR2020] Real-time Monte Carlo Denoising with the Neural Bilateral Grid☆71Sep 5, 2022Updated 3 years ago
- TinyVDBIO header-only C++ OpenVDB IO library☆38Jul 21, 2022Updated 3 years ago
- This project is being deprecated, see https://github.com/astroplant/astroplant-api☆11Mar 12, 2019Updated 6 years ago
- ☆30Oct 20, 2015Updated 10 years ago
- Assets used during the creation of SEED's Project PICA PICA☆81Sep 27, 2019Updated 6 years ago
- A bespoke sample compression codec for 64k intros☆43Mar 21, 2024Updated last year
- Code for SIGGRAPH 2020 paper "Langevin Monte Carlo Rendering with Gradient-based Adaptation"☆78Jun 14, 2020Updated 5 years ago
- ☆41Apr 1, 2022Updated 3 years ago
- 🔺 Fast polygon triangulation library based on Seidel's algorithm.☆43Oct 30, 2025Updated 4 months ago
- ☆161Dec 14, 2020Updated 5 years ago
- LTC approximation of the Anisotropic GGX for real-time area light shading with anisotropic reflection.☆88Nov 27, 2025Updated 3 months ago