mmathew23 / neural-compression-texturesLinks
Implementation of random access neural compression for material textures
☆15Updated last year
Alternatives and similar repositories for neural-compression-textures
Users that are interested in neural-compression-textures are comparing it to the libraries listed below
Sorting:
- Precomputed Radiance Transfer for Real-Time Rendering in Dynamic, Low-Frequency Lighting Environments☆55Updated 6 years ago
- Authors' implementation of our SIGGRAPH Asia 2021 Technical Communications (Viewport-Resolution Independent Anti-Aliased Ray Marching on …☆32Updated 6 months ago
- Source code for the paper "ReSTIR Subsurface Scattering for Real-Time Path Tracing" (HPG 2024)☆48Updated 6 months ago
- Source Code for HPG 2022 Paper "Virtual Blue Noise Lighting"☆49Updated 2 years ago
- GPU 3D SDF generator using DirectX 11 compute shader☆69Updated 2 years ago
- LTC approximation of the Anisotropic GGX for real-time area light shading with anisotropic reflection.☆86Updated last year
- Global Illumination using Spherical Harmonics☆78Updated 4 years ago
- Spherical/zonal harmonics library☆139Updated last year
- small generic spatial clustering C++ library☆30Updated 2 weeks ago
- GPU LBVH builder implemented in Vulkan and GLSL.☆50Updated last year
- A Hardware Raytracing based Progressive Photon Mapper using Falcor 5.2☆58Updated last year
- 第四届CSIG图像图形技术挑战赛-AMD赛道:光照渲染及渲染优化☆21Updated last year
- An OpenGL sample that demonstrates baking SDFs and using them to add Soft Shadows and Ambient Occlusion to a rasterized scene.☆53Updated 3 years ago
- ReSTIR FG: Real-Time Reservoir Resampled Photon Final Gathering☆51Updated 4 months ago
- ☆22Updated 3 years ago
- Scenes for LuisaRender☆23Updated last year
- Real-Time dynamic global illumination based on surfel. This project is based on GIBS presented at SIGGRAPH 2021. Implemented with Falcor …☆92Updated 10 months ago
- Physically based renderer☆28Updated 3 years ago
- Source Code for Eurographics 2024 Short Paper "Real-time Seamless Object Space Shading"☆77Updated last year
- NVIDIA RTX Character Rendering SDK☆48Updated 5 months ago
- ☆160Updated 4 years ago
- This editor allows editing 2D tangent fields and rendering in real-time the anisotropic appearance defined by such fields.☆23Updated 4 months ago
- ReSTIR GI Implementation on Falcor 5.1 based on the source code provided by Daqi Lin for his ReSTIR PT paper☆84Updated 2 years ago
- ☆20Updated 5 months ago
- Night-Up Ray: Renderer (PT/MLT/BDPT/PM) with SAH-BVH and Microfacet☆23Updated 2 years ago
- Code for SIGGRAPH 2025 (ToG) paper "Multiple Importance Reweighting for Path Guiding"☆17Updated last month
- physically based path tracer on gpu☆56Updated 4 years ago
- `pbrlab` is well-verified(through brute force human verification and debugging) path tracing + PBR shading/rendering implementation.☆39Updated last year
- ☆26Updated 5 years ago
- Source code for SIGGRAPH Asia 2021 paper "Fast Volume Rendering with Spatiotemporal Reservoir Resampling"☆163Updated last year