ebruneton / precomputed_atmospheric_scatteringLinks
This project provides a new implementation of our EGSR 2008 paper "Precomputed Atmospheric Scattering".
☆989Updated 2 years ago
Alternatives and similar repositories for precomputed_atmospheric_scattering
Users that are interested in precomputed_atmospheric_scattering are comparing it to the libraries listed below
Sorting:
- A real time global illumination solution that achieves glossy surfaces, diffuse reflection, specular reflection, ambient occlusion, indir…☆644Updated 6 months ago
- A sample app that demonstrates several techniques for rendering real-time shadow maps☆926Updated 2 months ago
- Unreal Engine Sky Atmosphere Rendering Technique☆769Updated 2 years ago
- A real-time global illumination implementation using voxel cone tracing. Implemented in C++ and GLSL.☆863Updated last month
- A D3D11 application for experimenting with Spherical Gaussian lightmaps☆729Updated last year
- Light probe generation and BRDF authoring for physically based shading.☆804Updated 4 years ago
- OpenGL sample for shader-based occlusion culling☆550Updated last year
- Example code for the research paper "Masked Software Occlusion Culling"; implements an efficient alternative to the hierarchical depth bu…☆644Updated 10 months ago
- GPU-based Forward+ renderer☆537Updated 5 years ago
- An implementation of physically based shading & image based lighting in D3D11, D3D12, Vulkan, and OpenGL 4.☆1,460Updated 3 years ago
- A (very) simple path tracer implemented using DirectX Ray Tracing (DXR)☆791Updated this week
- Lighthouse 2 framework for real-time ray tracing☆860Updated last year
- An implementation of [Jimenez et al., 2016] Ground Truth Ambient Occlusion, MIT license☆796Updated last year
- Code for "Real-Time Polygonal-Light Shading with Linearly Transformed Cosines"☆469Updated 6 years ago
- Forward+ renderer in Vulkan using Compute Shader. An Upenn CIS565 final project.☆686Updated 8 years ago
- Clustered Forward/Deferred renderer with Physically Based Shading, Image Based Lighting and a whole lot of OpenGL.☆1,479Updated 3 years ago
- Physical based rendering with Vulkan using glTF 2.0 models☆1,089Updated this week
- A rendergraph-based graphical framework for Vulkan☆754Updated 2 months ago
- GPU texture/buffer performance tester☆638Updated 4 years ago
- Collection of functions that can be used to generate tileable volume/3d noise. An exemple of volume noise functions that can be specifica…☆361Updated 5 years ago
- A rendering sample that demonstrates bindless deferred texturing using D3D12☆652Updated 9 months ago
- An OpenGL 4 and C++ program which renders a procedural scene.☆775Updated 3 months ago
- A barebones sample application to get you jump started with DirectX Raytracing (DXR)!☆408Updated 5 years ago
- A simple framework for rapid prototyping on Vulkan or Direct3D 12☆1,036Updated last year
- Source Code for "Ray Tracing Gems: High-Quality and Real-Time Rendering with DXR and Other APIs" by Eric Haines and Tomas Akenine-Möller☆1,014Updated 4 years ago
- A Vulkan implementation of real-time PBR renderer☆397Updated 8 years ago
- Global illumination with Voxel Cone Tracing in fully dynamic scenes using a 3D clipmap to support huge areas around the camera while main…☆411Updated 2 years ago
- optimized screen-space ambient occlusion, cache-aware hbao☆365Updated last year
- Getting Started with RTX Ray Tracing☆672Updated 5 years ago
- Chop 3D objects to meshlets☆445Updated 2 years ago