diharaw / gpu-path-tracer
A real-time OpenGL Compute shader based Progressive Path Tracer.
☆18Updated 5 years ago
Alternatives and similar repositories for gpu-path-tracer:
Users that are interested in gpu-path-tracer are comparing it to the libraries listed below
- Runtime environment map prefiltering and spherical harmonics computation with OpenGL.☆14Updated 5 years ago
- An OpenGL sample implementation of Reflective Shadow Maps.☆14Updated 5 years ago
- Cascaded Shadow Mapping sample written with the dwSampleFramework.☆22Updated 4 years ago
- nTiled - forward and deferred openGL renderer with support for Tiled Shading, Clustered Shading and Hashed Shading☆36Updated 7 years ago
- Little Game Engine that aims to be Physically Based for the lighting part☆23Updated 7 years ago
- A command line tool that converts game assets into a simple binary format for fast loading.☆19Updated 3 years ago
- A simple terrain rendering project, with some neat optimizations such as baked lightmaps and fast ambient occclusion with heighmaps.☆32Updated 9 years ago
- a collections of rendering techniques based on d3d11 for study 渲染技术的收集与学习☆24Updated 5 years ago
- Source for my implementation of Voxel Cone Tracing as part of my master thesis.☆17Updated 7 years ago
- "Guided Visibility Sampling++", an aggressive from-region visibility algorithm. The implementation is based on the Vulkan graphics API.☆20Updated 3 years ago
- Tutorial Project for Screen Space Reflection☆10Updated 9 years ago
- Variance shadow mapping for omni lights with Vulkan☆31Updated 6 years ago
- Real-time global illumination following the many-lights approach and using Imperfect Shadow Maps. This is the code for my master's thesis…☆14Updated 7 years ago
- ☆41Updated 4 years ago
- A rendering-framework for DX12 and Vulkan. Mostly intended for personal learning purposes and graphics demos☆29Updated 8 months ago
- An exemple on how to use RenderDoc inside your engine.☆51Updated 10 years ago
- Implementation of "Deep G-Buffers for Stable Global Illumination Approximation" using OpenGL 4.5☆10Updated 5 years ago
- VFSME - Vulkan Free Surface Modeling Engine☆15Updated 8 years ago
- Implement some RTR and PBR papers☆48Updated 7 years ago
- Global illumination technical demo - a continuation of the Synesthesia3D (ex-LibRenderer) graphics engine used in https://github.com/ifto…☆52Updated 3 years ago
- Vulkan implementations of Subsurface Scattering and Ambient Occlusion☆16Updated 7 years ago
- A flexible rendering engine for real-time graphics R&D☆21Updated last month
- Simple, quick'n dirty, pathtracer☆38Updated 3 years ago
- physically based renderer written in DX12 with image-based lighting, classic deffered and tiled lighting approaches☆37Updated 3 years ago
- Checkerboard rendering with Magnum and OpenGL☆42Updated 2 years ago
- Library for shader debugging and profiling for Vulkan and OpenGL☆34Updated last year
- A bgfx port of lightmapper.h☆16Updated 8 years ago
- Implementation of "Real-time Global Illumination using Precomputed Light Field Probes"☆14Updated 5 years ago
- A comparison of typical real-time and offline illumination methods. (SSAO, HBO, VXGI, and Ray Traced Global Illumination)☆34Updated 6 years ago
- Hybrid raytracing and filtering playground.☆27Updated 5 years ago