cwbaker / reyes
Toy RenderMan renderer
☆16Updated last year
Alternatives and similar repositories for reyes:
Users that are interested in reyes are comparing it to the libraries listed below
- A REYES-style micropolygon renderer written in C++ which implements a subset of the RenderMan specification.☆12Updated 7 years ago
- HighOmega☆32Updated 2 months ago
- Gpu Renderer and Rasterizer - for python☆28Updated 6 months ago
- Nabla's Tests and Examples source code☆29Updated this week
- Experimentation framework for real-time light culling☆30Updated 5 years ago
- OBJ model to 3D transparent texture converter☆39Updated 3 years ago
- Implementation of "Fast Global Illumination Approximations on Deep G-Buffers" (Mara et. al, 2016) using C++, OpenGL, and GLSL☆40Updated 7 years ago
- Comparing various C++ OBJ parsing libraries☆17Updated 2 years ago
- Simple, quick'n dirty, pathtracer☆38Updated 3 years ago
- This repo contains older DX11-era samples that were previously hosted on CodePlex☆17Updated 2 years ago
- A flexible rendering engine for real-time graphics R&D☆21Updated last month
- 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
- An OpenGL sample implementation of Reflective Shadow Maps.☆14Updated 5 years ago
- Attempt to understand and compare different Acceleration structures☆30Updated 3 years ago
- A comparison of typical real-time and offline illumination methods. (SSAO, HBO, VXGI, and Ray Traced Global Illumination)☆34Updated 6 years ago
- "Guided Visibility Sampling++", an aggressive from-region visibility algorithm. The implementation is based on the Vulkan graphics API.☆20Updated 3 years ago
- Runtime environment map prefiltering and spherical harmonics computation with OpenGL.☆14Updated 5 years ago
- A real-time interactive progressive path tracer on the GPU.☆33Updated 3 years ago
- Utility to sign DXIL code after compilation☆22Updated 5 years ago
- A repository for personal experimental purpose☆11Updated 6 years ago
- Source code for the EON rough diffuse BRDF model☆29Updated this week
- Physically based Monte Carlo renderer written in C++☆29Updated 3 years ago
- Repo for working on updates to the legacy DXSDK header D3DX_DXGIFormatConvert.inl☆13Updated this week
- D3D12 Root Signature/Pipeline State Object live-reloading☆15Updated 7 years ago
- Source C++11 code for stratified sampling of radiance reflected from spherical light sources☆17Updated 5 years ago
- Graphics related projects/prototypes/playground (Vulkan, C++17)☆36Updated 2 years ago
- Binary format equivalent for color grading (Adobe/Resolve .cube) LUT files☆48Updated 4 months ago
- A cross-platform Vulkan layer which checks Vulkan applications for best practices on PowerVR devices.☆16Updated 5 years ago
- ☆38Updated 5 years ago
- Little Game Engine that aims to be Physically Based for the lighting part☆23Updated 7 years ago