iryoku / separable-sssLinks
Separable Subsurface Scattering is a technique that allows to efficiently perform subsurface scattering calculations in screen space in just two passes.
☆621Updated 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
Sorting:
- A D3D11 application for experimenting with Spherical Gaussian lightmaps☆717Updated last year
- Experimentation framework for probe-based lighting☆425Updated last year
- Light probe generation and BRDF authoring for physically based shading.☆797Updated 3 years ago
- Code for "Real-Time Polygonal-Light Shading with Linearly Transformed Cosines"☆454Updated 6 years ago
- A sample app that demonstrates several techniques for rendering real-time shadow maps☆886Updated last week
- MSAA and Temporal AA Sample☆337Updated 4 years ago
- A middleware library and sample application for high-quality skin and eye rendering☆479Updated 5 years ago
- A real time global illumination solution that achieves glossy surfaces, diffuse reflection, specular reflection, ambient occlusion, indir…☆638Updated 4 months ago
- Source code repository for the Book GPU Pro 7☆281Updated 9 years ago
- optimized screen-space ambient occlusion, cache-aware hbao☆362Updated last year
- A barebones sample application to get you jump started with DirectX Raytracing (DXR)!☆405Updated 5 years ago
- Example code for the research paper "Masked Software Occlusion Culling"; implements an efficient alternative to the hierarchical depth bu…☆638Updated 7 months ago
- contains the source code accompanying the book GPU Zen.☆264Updated 7 years ago
- Demonstrates a software (CPU) based approach to occllusion culling using multi-threading and SIMD instructions to improve performance.☆404Updated 2 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
- ☆369Updated 10 years ago
- Real-time BC6H compression on GPU☆351Updated last year
- Chop 3D objects to meshlets☆435Updated 2 years ago
- Unreal Engine Sky Atmosphere Rendering Technique☆758Updated 2 years ago
- OpenGL sample for shader-based occlusion culling☆548Updated last year
- A mixed reality testing environment for real-time global illumination algorithms☆237Updated 7 years ago
- A real-time global illumination implementation using voxel cone tracing. Implemented in C++ and GLSL.☆831Updated 4 months ago
- DirectX 12 and Vulkan libraries that provide convenient access to realistically rendered and simulated hair and fur☆808Updated 2 years ago
- ISPC Texture Compressor☆456Updated 8 months ago
- Structured Volume Sampling - sample placement algorithm for real-time volume rendering with low aliasing, for camera-in-volume case.☆638Updated 4 years ago
- A Vulkan implementation of real-time PBR renderer☆395Updated 8 years ago
- Cross-platform open-source command-line cubemap filtering tool.☆846Updated 4 years ago
- ☆384Updated 2 months ago
- Adaptive Screen Space Ambient Occlusion☆248Updated 2 years ago
- ☆848Updated 3 years ago