lighttransport / pbrlabLinks
`pbrlab` is well-verified(through brute force human verification and debugging) path tracing + PBR shading/rendering implementation.
☆39Updated last year
Alternatives and similar repositories for pbrlab
Users that are interested in pbrlab are comparing it to the libraries listed below
Sorting:
- This sample showcases rasterizing and ray tracing displaced NVIDIA Micro-Mesh assets in Vulkan with and without the VK_NV_displacement_mi…☆96Updated 8 months ago
- Vulkan Path Tracer with Optix Denoiser integration☆32Updated 4 years ago
- Texture Set Neural Compression Sample☆65Updated 2 months ago
- This is my experiments with BVH build algorithms on GPU.☆56Updated 11 months ago
- Spherical/zonal harmonics library☆140Updated last week
- LTC approximation of the Anisotropic GGX for real-time area light shading with anisotropic reflection.☆87Updated last year
- Repository of the source code and demo of I3D 2020 paper Real-Time Stochastic Lightcuts☆131Updated 4 years ago
- All documents related to my master thesis☆56Updated last month
- ☆79Updated last year
- Assets used during the creation of SEED's Project PICA PICA☆77Updated 6 years ago
- Source Code for HPG 2022 Paper "Virtual Blue Noise Lighting"☆50Updated 3 years ago
- A demo of ambient occlusion map baking using DXR☆65Updated 3 years ago
- An official implementation of the paper "Real-Time Shading of Free-Form Area Lights using Linearly Transformed Cosines". Please refer to …☆34Updated 4 years ago
- Rendering framework with rasterizers & path tracers implemented using Vulkan, OptiX & OpenGL☆97Updated 4 years ago
- DX12 Path Tracer with ShaderToy interop☆46Updated 8 months ago
- Renderer using C++, Embree and USD to achieve Path Tracing techniques on the CPU☆56Updated last year
- ☆149Updated 7 months ago
- Collection of meshlet generation algorithms☆118Updated 6 months ago
- An implementation of NVIDIA's paper "Efficient Incoherent Ray Traversal on GPUs Through Compressed Wide BVHs"☆124Updated 9 months ago
- A Hardware Raytracing based Progressive Photon Mapper using Falcor 5.2☆59Updated last year
- Fast Indirect Illumination Using Two Virtual Spherical Gaussian Lights☆157Updated 2 weeks ago
- A collection of primarily graphics programming focused blog posts.☆69Updated 10 months ago
- Sample that uses VK_NV_cluster_acceleration_structure to animate meshes for ray tracing☆53Updated this week
- ☆55Updated 2 months ago
- Variable Rate Shading and Depth of Field☆101Updated 2 years ago
- Real-time Global Illumination with Vulkan Ray Tracing API☆100Updated 2 years ago
- ☆68Updated 2 years ago
- minimal but extensible header only implementation of photon mapping in C++☆116Updated 3 years ago
- Source code for the EON rough diffuse BRDF model☆38Updated 2 months ago
- Global Illumination using Spherical Harmonics☆83Updated 4 years ago