karyon / many-lights-giLinks
Real-time global illumination following the many-lights approach and using Imperfect Shadow Maps. This is the code for my master's thesis, which can be found here: https://github.com/karyon/masterthesis
☆14Updated 8 years ago
Alternatives and similar repositories for many-lights-gi
Users that are interested in many-lights-gi are comparing it to the libraries listed below
Sorting:
- Implementation of "Real-time Global Illumination using Precomputed Light Field Probes"☆15Updated 5 years ago
- Common core framework for implementing Global Illumination techniques☆15Updated 7 years ago
- RT-RSM is a real-time Global Illumination technique using GPU ray tracing☆63Updated 5 years ago
- a collections of rendering techniques based on d3d11 for study 渲染技术的收集与学习☆24Updated 6 years ago
- Checkerboard rendering with Magnum and OpenGL☆44Updated 3 years ago
- Global illumination technical demo - a continuation of the Synesthesia3D (ex-LibRenderer) graphics engine used in https://github.com/ifto…☆56Updated last week
- ☆27Updated 5 years ago
- virtual texture☆20Updated 5 years ago
- nTiled - forward and deferred openGL renderer with support for Tiled Shading, Clustered Shading and Hashed Shading☆37Updated 7 years ago
- Implementation of "Dynamic Diffuse Global Illumination with Ray-Traced Irradiance Fields"☆67Updated 4 years ago
- Runtime environment map prefiltering and spherical harmonics computation with OpenGL.☆17Updated 6 years ago
- ☆15Updated 2 years ago
- ☆42Updated 6 years ago
- Rendering engine and editor☆12Updated last year
- "Guided Visibility Sampling++", an aggressive from-region visibility algorithm. The implementation is based on the Vulkan graphics API.☆22Updated 4 years ago
- Performance and bandwidth tester for D3D12 memory pools☆29Updated last year
- A voxel cone traced realtime Global Illumination rendering engine in dx12, wip☆60Updated 4 years ago
- physically based renderer written in DX12 with image-based lighting, classic deffered and tiled lighting approaches☆37Updated 4 years ago
- An OpenGL implementation of Eric Bruneton's Precomputed Atmospheric Scattering paper.☆87Updated 5 years ago
- ☆42Updated 5 years ago
- インスタントラジオシティ。VPLを発射する。☆17Updated 11 years ago
- An OpenGL sample that demonstrates baking SDFs and using them to add Soft Shadows and Ambient Occlusion to a rasterized scene.☆55Updated 3 years ago
- A command line tool that converts game assets into a simple binary format for fast loading.☆20Updated 3 years ago
- A real-time OpenGL Compute shader based Progressive Path Tracer.☆18Updated 6 years ago
- A comparison of typical real-time and offline illumination methods. (SSAO, HBO, VXGI, and Ray Traced Global Illumination)☆35Updated 7 years ago
- An OpenGL sample demonstrating path traced lightmap baking on the CPU with Embree.☆65Updated 5 years ago
- Demo code for the compressed shadow maps project☆53Updated 5 years ago
- An OpenGL sample implementation of Reflective Shadow Maps.☆16Updated 6 years ago
- CG resource☆41Updated 7 months ago
- Experiment of global illumination in screen space☆88Updated 7 years ago