dwilliamson / SHRotation
Spherical Harmonic Rotation (Ivanic/Ruedenberg & Choi)
☆55Updated 8 years ago
Alternatives and similar repositories for SHRotation:
Users that are interested in SHRotation are comparing it to the libraries listed below
- Integrating Clipped Spherical Harmonics Expansions☆44Updated 4 years ago
- Code for "Real-time Rendering of Layered Materials with Anisotropic Normal Distributions", SIGGRAPH ASIA 2019.☆35Updated 3 years ago
- Headers, tests, and examples for Covariance Tracing☆48Updated 4 years ago
- Shows how to bake ambient occlusion at mesh vertices using OptiX Prime☆45Updated 5 years ago
- ☆63Updated 6 years ago
- Creates blue noise data using the SIGGRAPH 2016 paper from Solid Angle.☆43Updated 2 years ago
- Low-Resolution Rendering Sample☆63Updated 9 years ago
- Spherical/zonal harmonics library☆138Updated last year
- DirectX 12 light culling technique featured in GPU Pro 7☆97Updated 7 years ago
- Converting vertex meshes to voxel data and visualizing using VCT☆79Updated 8 years ago
- Sandbox binary and source code for the Siggraph 2017 paper "Water Wave Packets" by Stefan Jeschke (NVIDIA) and Chris Wojtan (IST Austria)☆44Updated 7 years ago
- DFG LUT generator☆53Updated 7 years ago
- Experimentation framework for real-time light culling☆30Updated 5 years ago
- Offline renderer used for my blog posts☆103Updated 6 years ago
- Cone-sphere occlusion LUT generator☆81Updated 8 years ago
- A demo of various normal map filtering techniques for reducing specular aliasing☆84Updated 6 years ago
- Supplementary source code for "A Spherical Cap Preserving Parameterization for Spherical Distributions"☆56Updated 7 years ago
- Vulkan framework for Windows☆88Updated 5 years ago
- Some algorithms for global illumination in OpenGL + GLSL☆33Updated 5 years ago
- Volumetric Clouds plugin for Stingray☆62Updated 8 years ago
- Tone Mapper☆72Updated 5 months ago
- The sample for the GPU Pro 6 article on volumetric explosions.☆50Updated 10 years ago
- Spherical Harmonic Tools☆103Updated 8 years ago
- A collection of various Sky Model implementations in OpenGL suitable for real-time rendering.☆80Updated 5 years ago
- Spherical Harmonic Lighting (Direct/Shadowed/Indirect/Subsurface)☆105Updated 8 years ago
- Vulkan implementations of Subsurface Scattering and Ambient Occlusion☆16Updated 7 years ago
- C++ implementation of "Stochastic Generation of (t,s) Sample Sequences", by Helmer, Christensen, and Kensler (2021)☆56Updated last year
- 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
- Image Based Lighting using DirectX 12.☆41Updated 5 years ago
- GPU-based real-time global illumination renderer based on voxel cone tracing☆64Updated 8 years ago