eric-guerin / gradient-terrainsLinks
Code source of the paper "Gradient Terrain Authoring" - EG 2022
☆26Updated 3 years ago
Alternatives and similar repositories for gradient-terrains
Users that are interested in gradient-terrains are comparing it to the libraries listed below
Sorting:
- Authors' implementation of the article "Simulation, Modeling, and Authoring of Glaciers", SIGGRAPH Asia 2020☆39Updated 7 months ago
- Authors' implementation for the article "Orometry-based terrain analysis and synthesis", SIGGRAPH Asia 2019☆40Updated 11 months ago
- Source code for the Computer Graphics Forum paper: Desertscapes Simulation. Presented at Pacific Graphics 2019.☆27Updated 3 years ago
- Source code for the TOG paper: Terrain Amplification with Implicit 3D Features. Presented at Siggraph Asia 2019.☆16Updated 3 years ago
- Semi-procedural textures using PPTBF (Point Process Texture Basis Functions).☆42Updated 4 years ago
- Supplemental source code for "A Halfedge Refinement Rule for Catmull Clark Subdivision"☆39Updated 9 months ago
- A demo of ambient occlusion map baking using DXR☆66Updated 3 years ago
- Source Code for HPG 2022 Paper "Virtual Blue Noise Lighting"☆50Updated 3 years ago
- Source code for the paper: Modeling Rocky Scenery using Implicit Blocks, published in The Visual Computer and presented at Computer Graph…☆49Updated 3 years ago
- ☆79Updated last year
- LTC approximation of the Anisotropic GGX for real-time area light shading with anisotropic reflection.☆89Updated last year
- Code associated with the research paper Kapp et al., "Data-driven Authoring of Large-scale Ecosystems"☆37Updated 4 years ago
- Supports SIGGRAPH Asia 2019 paper "GATA: Multi-Theme Generative Adversarial Terrain Amplification"☆40Updated 5 years ago
- An implementation of NVIDIA's paper "Efficient Incoherent Ray Traversal on GPUs Through Compressed Wide BVHs"☆124Updated 10 months ago
- Large-Scale Stream Power Erosion☆44Updated last year
- An OpenGL sample that demonstrates baking SDFs and using them to add Soft Shadows and Ambient Occlusion to a rasterized scene.☆55Updated 3 years ago
- Automatic UV Unwrapping Library for Dust3D☆91Updated 5 years ago
- Source code for the paper "Authoring and Simulating Meandering Rivers", published at Transactions on Graphics and presented at Siggraph A…☆17Updated last year
- A voxel cone traced realtime Global Illumination rendering engine in dx12, wip☆60Updated 4 years ago
- Global Illumination using Spherical Harmonics☆84Updated 4 years ago
- A Parallel Fluid Solver and Renderer on the GPU☆63Updated 4 years ago
- Code for the paper "An Inverse Procedural Modeling Pipeline for SVBRDF Maps"☆18Updated last year
- Collection of meshlet generation algorithms☆119Updated 7 months ago
- Implementation of the i3D2018 paper "A Narrow-Range Filter for Screen-Space Fluid Rendering".☆103Updated 5 years ago
- This is my experiments with BVH build algorithms on GPU.☆56Updated last year
- Source code for SIGGRAPH Asia 2021 paper "Fast Volume Rendering with Spatiotemporal Reservoir Resampling"☆163Updated last year
- Implementation of the Separable Subsurface Scattering technique from http://www.iryoku.com/separable-sss/ in C++ and Vulkan 1.0☆44Updated 3 years ago
- Authors' implementation of our SIGGRAPH Asia 2021 Technical Communications (Viewport-Resolution Independent Anti-Aliased Ray Marching on …☆32Updated 9 months ago
- Real-time software rasterizer using compute shaders, including vertex processing stage (IA and vertex shaders), bin rasterization, tile r…☆121Updated 7 months ago
- Code release for "Terrain Amplification using Multi-scale Erosion"☆25Updated last month