iryoku / separable-sss
Separable Subsurface Scattering is a technique that allows to efficiently perform subsurface scattering calculations in screen space in just two passes.
☆616Updated 7 years ago
Alternatives and similar repositories for separable-sss:
Users that are interested in separable-sss are comparing it to the libraries listed below
- A D3D11 application for experimenting with Spherical Gaussian lightmaps☆714Updated 11 months ago
- Experimentation framework for probe-based lighting☆424Updated 11 months ago
- Code for "Real-Time Polygonal-Light Shading with Linearly Transformed Cosines"☆438Updated 6 years ago
- Light probe generation and BRDF authoring for physically based shading.☆792Updated 3 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…☆356Updated 4 years ago
- A middleware library and sample application for high-quality skin and eye rendering☆479Updated 5 years ago
- Example code for the research paper "Masked Software Occlusion Culling"; implements an efficient alternative to the hierarchical depth bu…☆638Updated 6 months ago
- MSAA and Temporal AA Sample☆335Updated 4 years ago
- A sample app that demonstrates several techniques for rendering real-time shadow maps☆867Updated 11 months ago
- contains the source code accompanying the book GPU Zen.☆263Updated 7 years ago
- optimized screen-space ambient occlusion, cache-aware hbao☆360Updated last year
- A real time global illumination solution that achieves glossy surfaces, diffuse reflection, specular reflection, ambient occlusion, indir…☆634Updated 2 months ago
- Source code repository for the Book GPU Pro 7☆281Updated 8 years ago
- ☆367Updated 10 years ago
- OpenGL sample for shader-based occlusion culling☆546Updated last year
- DirectX 12 and Vulkan libraries that provide convenient access to realistically rendered and simulated hair and fur☆805Updated 2 years ago
- Demonstrates a software (CPU) based approach to occllusion culling using multi-threading and SIMD instructions to improve performance.☆404Updated 2 years ago
- Chop 3D objects to meshlets☆433Updated 2 years ago
- A real-time global illumination implementation using voxel cone tracing. Implemented in C++ and GLSL.☆824Updated 2 months ago
- ☆383Updated last month
- This project provides a new implementation of our EGSR 2008 paper "Precomputed Atmospheric Scattering".☆956Updated last year
- Real-time BC6H compression on GPU☆343Updated last year
- Structured Volume Sampling - sample placement algorithm for real-time volume rendering with low aliasing, for camera-in-volume case.☆638Updated 4 years ago
- ISPC Texture Compressor☆452Updated 6 months ago
- GPU texture/buffer performance tester☆603Updated 4 years ago
- A mixed reality testing environment for real-time global illumination algorithms☆237Updated 7 years ago
- A barebones sample application to get you jump started with DirectX Raytracing (DXR)!☆402Updated 5 years ago
- Real-time Cloudscape Rendering in Vulkan based on the implementation of clouds in the Decima Engine.☆199Updated 6 years ago
- A (very) simple path tracer implemented using DirectX Ray Tracing (DXR)☆766Updated 2 months ago
- Global illumination with Voxel Cone Tracing in fully dynamic scenes using a 3D clipmap to support huge areas around the camera while main…☆395Updated 2 years ago