diharaw / texture-space-decalsLinks
A method for baking persistent decals to textures using UV-space rasterization.
☆21Updated 4 years ago
Alternatives and similar repositories for texture-space-decals
Users that are interested in texture-space-decals are comparing it to the libraries listed below
Sorting:
- Global illumination technical demo - a continuation of the Synesthesia3D (ex-LibRenderer) graphics engine used in https://github.com/ifto…☆54Updated 3 years ago
- ☆26Updated 5 years ago
- An OpenGL sample demonstrating path traced lightmap baking on the CPU with Embree.☆60Updated 5 years ago
- Authors' implementation of our SIGGRAPH Asia 2021 Technical Communications (Viewport-Resolution Independent Anti-Aliased Ray Marching on …☆32Updated 5 months ago
- virtual texture☆20Updated 4 years ago
- Checkerboard rendering with Magnum and OpenGL☆43Updated 3 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
- 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
- Implementation of "Real-time Global Illumination using Precomputed Light Field Probes"☆15Updated 5 years ago
- RT-RSM is a real-time Global Illumination technique using GPU ray tracing☆62Updated 5 years ago
- An OpenGL sample implementation of Reflective Shadow Maps.☆15Updated 5 years ago
- ☆41Updated 5 years ago
- A voxel cone traced realtime Global Illumination rendering engine in dx12, wip☆57Updated 3 years ago
- ☆15Updated last year
- A Vulkan rendergraph based renderer, with a node based editor.☆24Updated last year
- An experiment on creating an animation system similar to Unreal Engine 4 from scratch.☆47Updated 4 years ago
- Vulkan implementations of Subsurface Scattering and Ambient Occlusion☆16Updated 8 years ago
- Deferred Coarse Pixel Shading Source Code (For the article in GPU Pro 7)☆61Updated 7 years ago
- 🥧 An OpenGL 4.x example of GPU Zen 2's ray casting techniques for baked texture generation chapter.☆45Updated 6 years ago
- Converting vertex meshes to voxel data and visualizing using VCT☆79Updated 8 years ago
- "Guided Visibility Sampling++", an aggressive from-region visibility algorithm. The implementation is based on the Vulkan graphics API.☆22Updated 4 years ago
- Public direct3d11 tool prototying framework.☆24Updated 6 years ago
- 📄 Triangle packer for light map☆76Updated 7 years ago
- ☆40Updated 6 years ago
- Screen space global illumination demo: SSAO vs SSDO☆50Updated 12 years ago
- This project is a DirectX 11 port of the new implementation of the Precomputed Atmospheric Scattering paper by Bruneton and Neyret.☆18Updated 6 years ago
- Runtime environment map prefiltering and spherical harmonics computation with OpenGL.☆16Updated 5 years ago
- A DirectX 11 implementation of voxelization☆18Updated 9 years ago
- A Vulkan implementation of the Visibility Buffer rendering method with hardware tessellation☆19Updated 5 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 8 years ago