eric-guerin / terrain-amplificationLinks
Terrain amplification as described in [Sparse representation of terrains for procedural modeling, Guérin et al. 2016]
☆52Updated 6 years ago
Alternatives and similar repositories for terrain-amplification
Users that are interested in terrain-amplification are comparing it to the libraries listed below
Sorting:
- 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
- A realtime terrain erosion & fluid simulation running on the CPU.☆80Updated 5 years ago
- Automatic UV Unwrapping Library for Dust3D☆91Updated 5 years ago
- A physically based shader for woven cloth☆101Updated 4 years ago
- Spherical Harmonic Lighting (Direct/Shadowed/Indirect/Subsurface)☆105Updated 9 years ago
- Tangent space calculator for Houdini☆39Updated 8 years ago
- Sample code that supplements the Sculpting And Simulations talk.☆102Updated 6 years ago
- GPU Texture Baking Tool☆115Updated 6 years ago
- Authors' implementation of the article "Simulation, Modeling, and Authoring of Glaciers", SIGGRAPH Asia 2020☆39Updated 7 months ago
- An OpenGL implementation of Eric Bruneton's Precomputed Atmospheric Scattering paper.☆87Updated 5 years ago
- Hexagonal Bokeh Blur☆105Updated 8 years ago
- Creates blue noise data using the SIGGRAPH 2016 paper from Solid Angle.☆43Updated 3 years ago
- Shows how to bake ambient occlusion at mesh vertices using OptiX Prime☆48Updated 6 years ago
- ☆98Updated 3 years ago
- Fast (er) implementation of dual contouring which avoids the octree☆166Updated 8 years ago
- A header-only library which allows (un)quantifying efficiently unorganized indexed unit vector sets in 3D.☆48Updated 6 years ago
- Deferred Screen Space Directional Occlusion☆91Updated 14 years ago
- Volumetric Clouds plugin for Stingray☆63Updated 8 years ago
- ☆63Updated 7 years ago
- Semi-procedural textures using PPTBF (Point Process Texture Basis Functions).☆42Updated 4 years ago
- A demo of ambient occlusion map baking using DXR☆66Updated 3 years ago
- The sample for the GPU Pro 6 article on volumetric explosions.☆50Updated 10 years ago
- Real-time Animation and Rendering of Ocean Whitecaps☆83Updated 10 years ago
- GPU-based SDF generator☆150Updated 8 years ago
- Fast Indirect Illumination Using Two Virtual Spherical Gaussian Lights☆157Updated last month
- CIS565: CUDA Rasterizer☆35Updated 7 years ago
- A real-time global illumination implementation using voxel cone tracing. Implemented in C++, GLSL, and OpenGL 4.1☆38Updated 5 years ago
- Code source of the paper "Gradient Terrain Authoring" - EG 2022☆26Updated 3 years ago
- Implementation of Horizon: Zero Dawn's cloud renderer.☆61Updated 5 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 8 years ago