gradientpm / gvpm
Gradient-domain Volumetric Photon Density Estimation, SIGGRAPH 2018
☆40Updated last year
Related projects ⓘ
Alternatives and complementary repositories for gvpm
- Immediate-mode fork of the mitsuba renderer. (See Wiki for branches.)☆68Updated 3 years ago
- Implementation of the paper "Variance-Aware Multiple Importance Sampling" for bidirectional path tracing in PBRT.☆36Updated 5 years ago
- Implementation of the SIGGRAPH 2022 paper "Efficiency-aware MIS for bidirectional rendering algorithms"☆28Updated 2 years ago
- A set of example tests from my SIGGRAPH Asia 2019 publication: Integral formulations of volumetric transmittance☆31Updated 5 years ago
- A collection of gradient-domain light transport algorithms implemented with Mitsuba☆85Updated last year
- Headers, tests, and examples for Covariance Tracing☆47Updated 4 years ago
- Implementation of Efficient Energy-Compensated VPLs using Photon Splatting (and various rendering techniques)☆27Updated 3 years ago
- A simple and fast parser for PBRT v3 files☆23Updated 10 months ago
- Integrating Clipped Spherical Harmonics Expansions☆44Updated 4 years ago
- ☆18Updated 3 years ago
- A Hardware Raytracing based Progressive Photon Mapper using Falcor 5.2☆52Updated 5 months ago
- physically based path tracer on gpu☆56Updated 4 years ago
- Vulkan Path Tracer with Optix Denoiser integration☆32Updated 3 years ago
- 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
- Implementation of the paper: Adaptive BRDF-Oriented Multiple Importance Sampling of Many Lights☆32Updated 3 years ago
- Implementation for "Bounding Volume Hierarchy Optimization through Agglomerative Treelet Restructuring"☆53Updated 9 years ago
- Simple, quick'n dirty, pathtracer☆38Updated 3 years ago
- LTC approximation of the Anisotropic GGX for real-time area light shading with anisotropic reflection.☆81Updated 6 months ago
- RTX path tracing + GPU closest point queries (Vulkan)☆21Updated 7 months ago
- A physically-based renderer utilizing Vulkan & DX12 raytracing API along with the implementation of several graphics papers.☆37Updated 2 years ago
- Implementation of the paper: `GPU Ray Tracing using Irregular Grids`☆52Updated 6 years ago
- Renderer and BVH traversal library☆58Updated 2 weeks ago
- Source Code for HPG 2022 Paper "Virtual Blue Noise Lighting"☆47Updated 2 years ago
- Implementation of the Eurographics 2021 paper: "Correlation-Aware MIS for Bidirectional Rendering Algorithms"☆15Updated 3 years ago
- Implementation of "Single-pass stratified importance resampling"☆27Updated 2 years ago
- A fluid simulator featuring FLIP/PIC and narrow-band level set.☆33Updated 6 years ago
- Implementation of "Efficiency-Aware Russian Roulette and Splitting" (SIGGRAPH 2022)☆41Updated last year
- Hybrid raytracing and filtering playground.☆27Updated 5 years ago
- Source code for "Gradient-domain Photon Density Estimation", Eurographics 2017☆14Updated last year
- Easy, simple path trace renderer.☆56Updated this week