c-he / PRT-SHLinks
Precomputed Radiance Transfer for Real-Time Rendering in Dynamic, Low-Frequency Lighting Environments
☆56Updated 7 years ago
Alternatives and similar repositories for PRT-SH
Users that are interested in PRT-SH are comparing it to the libraries listed below
Sorting:
- undergraduate student course project in Zhejiang University☆49Updated 9 years ago
- Global Illumination using Spherical Harmonics☆79Updated 4 years ago
- Source code for the paper "ReSTIR Subsurface Scattering for Real-Time Path Tracing" (HPG 2024)☆48Updated 7 months ago
- Precomputed Radiance Transfer in OpenGL☆32Updated 3 years ago
- GPU 3D SDF generator using DirectX 11 compute shader☆69Updated 2 years ago
- ☆160Updated 4 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
- Spherical/zonal harmonics library☆139Updated last year
- LTC approximation of the Anisotropic GGX for real-time area light shading with anisotropic reflection.☆87Updated last year
- Source Code for HPG 2022 Paper "Virtual Blue Noise Lighting"☆49Updated 3 years ago
- A hybrid rendering pipeline that combines rasterization and raytracing stages to generate real-time effects.☆61Updated 4 years ago
- Real-Time dynamic global illumination based on surfel. This project is based on GIBS presented at SIGGRAPH 2021. Implemented with Falcor …☆95Updated 10 months ago
- RT-RSM is a real-time Global Illumination technique using GPU ray tracing☆62Updated 5 years ago
- ☆23Updated 3 years ago
- Authors' implementation of our SIGGRAPH Asia 2021 Technical Communications (Viewport-Resolution Independent Anti-Aliased Ray Marching on …☆32Updated 6 months ago
- 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
- An OpenGL sample that demonstrates baking SDFs and using them to add Soft Shadows and Ambient Occlusion to a rasterized scene.☆53Updated 3 years ago
- Source Code for SIGGRAPH Asia 2021 Paper "Ensemble Denoising for Monte Carlo Renderings"☆61Updated 3 years ago
- Authors' implementation of my SIGGRAPH Asia 2019 Technical Briefs (The Power of Box Filters: Real-time Approximation to Large Convolution…☆56Updated 4 months ago
- small generic spatial clustering C++ library☆30Updated 2 weeks ago
- ☆26Updated 5 years ago
- a CPU/GPU physically based renderer☆34Updated 2 years ago
- A voxel cone traced realtime Global Illumination rendering engine in dx12, wip☆58Updated 3 years ago
- Real-Time Global Illumination using Precomputed Light Field Probes☆124Updated 7 years ago
- Implementation of "Dynamic Diffuse Global Illumination with Ray-Traced Irradiance Fields"☆66Updated 4 years ago
- A Vulkan implementation of the Visibility Buffer rendering method with hardware tessellation☆20Updated 6 years ago
- The final project for UPenn CIS565 GPU Programming Class.☆26Updated last week
- ☆109Updated 6 years ago
- Demo code for the compressed shadow maps project☆48Updated 5 years ago
- Vision is a GPU physically based renderer☆41Updated this week