betajippity / MultiFluids
Multiple Interacting Fluids Project
☆15Updated 13 years ago
Alternatives and similar repositories for MultiFluids:
Users that are interested in MultiFluids are comparing it to the libraries listed below
- Skinning Catmull-Clark Subdivision Surfaces☆26Updated 10 years ago
- A fluid simulator featuring FLIP/PIC and narrow-band level set.☆34Updated 6 years ago
- Karl's very own FLIP fluid simulator!☆32Updated 9 years ago
- Image processing tool for physically based shading.☆33Updated 3 years ago
- An implementation of "Strain based dynamics", SCA (2014)☆16Updated 7 years ago
- Working clone of pbd based fluids by Korzen☆17Updated 9 years ago
- Work-in-progress CPU renderer using Embree☆18Updated 6 years ago
- ☆41Updated 9 years ago
- A tool to convert Polynomial Texture Maps into regular bitmaps☆16Updated 9 years ago
- ☆19Updated 9 years ago
- 3D painting tool☆39Updated 11 years ago
- Simple, quick'n dirty, pathtracer☆38Updated 3 years ago
- A GPU Path tracer implementing VCM☆21Updated 8 years ago
- Dependencies and foundation libraries for Karl's graphics projects☆16Updated 11 months ago
- Implementation of "Importance Sampling for Physically-Based Hair Fiber Models"☆11Updated 8 years ago
- "A Spatial Target Function for Metropolis Photon Tracing", ACM TOG, Code repository☆19Updated 2 years ago
- An implementation of the variational viscosity method from the SCA paper [Batty and Bridson 2008]: "Accurate Viscous Free Surfaces for Bu…☆35Updated 7 years ago
- The experimental implementation of Blue-noise Dithered Sampling☆20Updated 8 years ago
- Shows how to bake ambient occlusion at mesh vertices using OptiX Prime☆45Updated 6 years ago
- Mitsuba plugin to load ALTA BRDFs☆17Updated 7 years ago
- Creates blue noise data using the SIGGRAPH 2016 paper from Solid Angle.☆43Updated 2 years ago
- Understanding the Efficiency of Ray Traversal on GPUs☆43Updated 9 years ago
- Gradient-domain Volumetric Photon Density Estimation, SIGGRAPH 2018☆41Updated 2 years ago
- Headers, tests, and examples for Covariance Tracing☆48Updated 4 years ago
- "Guided Visibility Sampling++", an aggressive from-region visibility algorithm. The implementation is based on the Vulkan graphics API.☆22Updated 4 years ago
- Vulkan implementation of "Responsive Real-Time Grass Rendering for General 3D Scenes" by Jahrmann and Wimmer☆14Updated 7 years ago
- Code for "Real-time Rendering of Layered Materials with Anisotropic Normal Distributions", SIGGRAPH ASIA 2019.☆35Updated 3 years ago
- Immediate-mode fork of the mitsuba renderer. (See Wiki for branches.)☆68Updated 4 years ago
- Physically Based Spectral Renderer☆23Updated 10 years ago
- Implement some RTR and PBR papers☆48Updated 7 years ago