nvpro-samples / optix_prime_bakingLinks
Shows how to bake ambient occlusion at mesh vertices using OptiX Prime
☆46Updated 6 years ago
Alternatives and similar repositories for optix_prime_baking
Users that are interested in optix_prime_baking are comparing it to the libraries listed below
Sorting:
- DFG LUT generator☆54Updated 7 years ago
- Supplementary source code for "A Spherical Cap Preserving Parameterization for Spherical Distributions"☆56Updated 7 years ago
- Spherical Harmonic Rotation (Ivanic/Ruedenberg & Choi)☆56Updated 8 years ago
- Real-time Animation and Rendering of Ocean Whitecaps☆83Updated 10 years ago
- Creates blue noise data using the SIGGRAPH 2016 paper from Solid Angle.☆43Updated 2 years ago
- Tone Mapper☆72Updated 4 months ago
- Low-Resolution Rendering Sample☆63Updated 9 years ago
- Deferred Screen Space Directional Occlusion☆91Updated 14 years ago
- Spherical Harmonic Lighting (Direct/Shadowed/Indirect/Subsurface)☆105Updated 8 years ago
- Deferred Coarse Pixel Shading Source Code (For the article in GPU Pro 7)☆61Updated 7 years ago
- A tool to convert Polynomial Texture Maps into regular bitmaps☆16Updated 9 years ago
- Converting vertex meshes to voxel data and visualizing using VCT☆81Updated 8 years ago
- ☆49Updated 7 years ago
- DirectX 12 light culling technique featured in GPU Pro 7☆97Updated 8 years ago
- Light Transport Equation Orb☆45Updated 10 years ago
- The sample for the GPU Pro 6 article on volumetric explosions.☆50Updated 10 years ago
- Source code for the light scattering sample☆98Updated 8 years ago
- Headers, tests, and examples for Covariance Tracing☆48Updated 5 years ago
- Clustered shading on Android sample☆69Updated 8 years ago
- A header-only library which allows (un)quantifying efficiently unorganized indexed unit vector sets in 3D.☆48Updated 6 years ago
- Sandbox binary and source code for the Siggraph 2017 paper "Water Wave Packets" by Stefan Jeschke (NVIDIA) and Chris Wojtan (IST Austria)☆44Updated 8 years ago
- Experimentation framework for real-time light culling☆30Updated 6 years ago
- HLSL-to-ISPC Utility Library☆42Updated 7 years ago
- Image processing tool for physically based shading.☆33Updated 4 years ago
- Vulkan framework for Windows☆88Updated 5 years ago
- Volumetric Clouds plugin for Stingray☆63Updated 8 years ago
- Screen space global illumination demo: SSAO vs SSDO☆50Updated 12 years ago
- Cloud Rendering Sample☆78Updated 8 years ago
- Utility for producing blue-noise dither mask tiles on the GPU☆82Updated 4 years ago
- Code for "Real-time Rendering of Layered Materials with Anisotropic Normal Distributions", SIGGRAPH ASIA 2019.☆35Updated 3 years ago