oargudo / glaciers
Authors' implementation of the article "Simulation, Modeling, and Authoring of Glaciers", SIGGRAPH Asia 2020
☆37Updated last month
Alternatives and similar repositories for glaciers:
Users that are interested in glaciers are comparing it to the libraries listed below
- Code source of the paper "Gradient Terrain Authoring" - EG 2022☆26Updated 3 years ago
- Source code for the TOG paper: Terrain Amplification with Implicit 3D Features. Presented at Siggraph Asia 2019.☆16Updated 2 years ago
- Source code for the paper: Modeling Rocky Scenery using Implicit Blocks, published in The Visual Computer and presented at Computer Graph…☆48Updated 2 years ago
- Source code for the Computer Graphics Forum paper: Desertscapes Simulation. Presented at Pacific Graphics 2019.☆27Updated 2 years ago
- Authors' implementation for the article "Orometry-based terrain analysis and synthesis", SIGGRAPH Asia 2019☆38Updated 5 months ago
- Stochastic Substitute Tree (SST) real-time demo☆20Updated 4 years ago
- Source Code for HPG 2022 Paper "Virtual Blue Noise Lighting"☆49Updated 2 years ago
- Integrating Clipped Spherical Harmonics Expansions☆45Updated 4 years ago
- ☆18Updated 3 years ago
- ☆16Updated 3 years ago
- Supplemental source code for "A Halfedge Refinement Rule for Catmull Clark Subdivision"☆37Updated 3 months ago
- Terrain amplification as described in [Sparse representation of terrains for procedural modeling, Guérin et al. 2016]☆52Updated 5 years ago
- "Guided Visibility Sampling++", an aggressive from-region visibility algorithm. The implementation is based on the Vulkan graphics API.☆22Updated 4 years ago
- Sampling Clear Sky Models using Truncated Gaussian Mixtures☆12Updated 3 years ago
- LTC approximation of the Anisotropic GGX for real-time area light shading with anisotropic reflection.☆84Updated 11 months ago
- ☆13Updated 4 years ago
- An official implementation of the paper "Real-Time Shading of Free-Form Area Lights using Linearly Transformed Cosines". Please refer to …☆32Updated 3 years ago
- Gradient-domain Volumetric Photon Density Estimation, SIGGRAPH 2018☆41Updated 2 years ago
- Hybrid raytracing and filtering playground.☆27Updated 5 years ago
- Implementation of the paper: `GPU Ray Tracing using Irregular Grids`☆52Updated 6 years ago
- Supplementary source code for "A Spherical Cap Preserving Parameterization for Spherical Distributions"☆56Updated 7 years ago
- Vulkan Path Tracer with Optix Denoiser integration☆32Updated 3 years ago
- Authors' implementation of our SIGGRAPH Asia 2021 Technical Communications (Viewport-Resolution Independent Anti-Aliased Ray Marching on …☆32Updated 3 months ago
- Creates blue noise data using the SIGGRAPH 2016 paper from Solid Angle.☆43Updated 2 years ago
- This is my experiments with BVH build algorithms on GPU.☆54Updated 6 months ago
- Vulkan implementations of Subsurface Scattering and Ambient Occlusion☆16Updated 7 years ago
- Simple, quick'n dirty, pathtracer☆38Updated 3 years ago
- Library for BSDF, BRDF, and BTDF☆28Updated 4 months ago
- Immediate-mode fork of the mitsuba renderer. (See Wiki for branches.)☆68Updated 4 years ago
- OpenGL application inspired by Walt Disney Animation Studios BRDF Viewer. A BRDF Viewer that support standard RGB and spectral data (tri…☆53Updated 4 years ago