Structured Volume Sampling - sample placement algorithm for real-time volume rendering with low aliasing, for camera-in-volume case.
☆650Mar 20, 2021Updated 5 years ago
Alternatives and similar repositories for volsample
Users that are interested in volsample are comparing it to the libraries listed below. We may earn a commission when you buy through links labeled 'Ad' on this page.
Sorting:
- MSAA and Temporal AA Sample☆343Mar 20, 2021Updated 5 years ago
- A minimal atmospheric scattering implementation for Unity☆507Feb 27, 2021Updated 5 years ago
- A clean room implementation of Structured Volume Sampling by Bowles and Zimmermann in Unity☆34Jan 24, 2017Updated 9 years ago
- ☆195Dec 1, 2016Updated 9 years ago
- This is the software repository for the book GPU Pro 6.☆231Sep 28, 2015Updated 10 years ago
- A D3D11 application for experimenting with Spherical Gaussian lightmaps☆747May 10, 2024Updated last year
- Cone-sphere occlusion LUT generator☆83Aug 28, 2016Updated 9 years ago
- Experimentation framework for probe-based lighting☆433Oct 8, 2025Updated 5 months ago
- Collection of functions that can be used to generate tileable volume/3d noise. An exemple of volume noise functions that can be specifica…☆372Jun 18, 2020Updated 5 years ago
- Spherical Harmonic Lighting (Direct/Shadowed/Indirect/Subsurface)☆107Sep 30, 2016Updated 9 years ago
- A fully-dynamic voxel-based global illumination system for Unity☆1,564Jul 20, 2018Updated 7 years ago
- Pyramid Shader Analyzer☆315Mar 20, 2019Updated 7 years ago
- Outdoor Light Scattering Sample☆245Jun 5, 2017Updated 8 years ago
- Source code repository for the Book GPU Pro 7☆284May 3, 2016Updated 9 years ago
- DirectX 12 light culling technique featured in GPU Pro 7☆97May 21, 2017Updated 8 years ago
- Temporal Reprojection Anti-Aliasing for Unity 5.0+☆1,869Apr 3, 2021Updated 4 years ago
- Sample code for a 'Quaternions revisited' article from GPU Pro 5☆35Jun 27, 2015Updated 10 years ago
- Atmospheric Scattering for Unity☆680Jul 15, 2022Updated 3 years ago
- Experimental progressive GI renderer in Unity using physics raycasts for light rays☆36Feb 23, 2017Updated 9 years ago
- An open source screen space reflections implementation for Unity3D 5.☆385Jul 20, 2017Updated 8 years ago
- Example code for the research paper "Masked Software Occlusion Culling"; implements an efficient alternative to the hierarchical depth bu…☆667Sep 2, 2025Updated 6 months ago
- A sample app that demonstrates several techniques for rendering real-time shadow maps☆985May 25, 2025Updated 9 months ago
- contains the source code accompanying the book GPU Zen.☆274Jun 28, 2017Updated 8 years ago
- An implementation of the "Voxel Cone Tracing" global illumination technique proposed by Cyril Crassin (http://perso.telecom-paristech.fr/…☆171Sep 29, 2013Updated 12 years ago
- Adaptive Screen Space Ambient Occlusion☆255Jan 3, 2023Updated 3 years ago
- This project provides a new implementation of our EGSR 2008 paper "Precomputed Atmospheric Scattering".☆1,034Oct 5, 2025Updated 5 months ago
- Separable Subsurface Scattering is a technique that allows to efficiently perform subsurface scattering calculations in screen space in j…☆643Jan 18, 2018Updated 8 years ago
- Lighting effects implemented for the Adam demo: volumetric fog, area lights and tube lights☆1,786Dec 3, 2019Updated 6 years ago
- Clustered shading on Android sample☆68Jun 5, 2017Updated 8 years ago
- ☆316Jan 17, 2023Updated 3 years ago
- ☆622Jun 18, 2021Updated 4 years ago
- Experimentation framework for real-time light culling☆31Jul 23, 2019Updated 6 years ago
- A realtime volumetric cloud rendering solution for Unity3D.☆374Jan 8, 2017Updated 9 years ago
- ☆91Jun 5, 2017Updated 8 years ago
- A mixed reality testing environment for real-time global illumination algorithms☆241Jun 28, 2017Updated 8 years ago
- A C/C++ single-file library for drop-in lightmap baking. Just use your existing OpenGL renderer to bounce light!☆1,519Mar 24, 2023Updated 3 years ago
- HLSL Parser and Translator for HLSL, GLSL, and MSL.☆345Jan 10, 2019Updated 7 years ago
- Volume cloud for Unity3D☆669Jul 29, 2020Updated 5 years ago
- Light probe generation and BRDF authoring for physically based shading.☆819Aug 18, 2021Updated 4 years ago