piellardj / voxelizer-gpu
Mesh voxelization using GPU hardware rasterization.
☆14Updated 7 years ago
Alternatives and similar repositories for voxelizer-gpu:
Users that are interested in voxelizer-gpu are comparing it to the libraries listed below
- A method for baking persistent decals to textures using UV-space rasterization.☆20Updated 3 years ago
- Some (simple) global illumination algorithms☆9Updated 7 years ago
- Stochastic Substitute Tree (SST) real-time demo☆20Updated 4 years ago
- ☆12Updated 7 years ago
- Master thesis project about hair rendering at Utrecht University☆12Updated 4 years ago
- ☆36Updated 6 years ago
- Demo code for the compressed shadow maps project☆17Updated 5 years ago
- ☆25Updated 5 years ago
- virtual texture☆19Updated 4 years ago
- Project for scientific visualization☆18Updated 3 years ago
- Source Code for HPG 2022 Paper "Virtual Blue Noise Lighting"☆47Updated 2 years ago
- Global Illumination using Spherical Harmonics☆72Updated 4 years ago
- Repository for real time rendering engine and tools for C++☆17Updated 5 years ago
- CUDA Path Tracer with BVH Acceleration, Depth of Field, AA + more☆22Updated 7 years ago
- Some algorithms for global illumination in OpenGL + GLSL☆33Updated 5 years ago
- A DirectX 11 implementation of voxelization☆18Updated 9 years ago
- Implementation of All-Frequency Shadows Using Non-linear Wavelet Lighting Approximation by Ren Ng et al.☆11Updated 5 years ago
- PIC/FLIP/APIC fluid simulation☆33Updated 3 years ago
- ☆41Updated 9 years ago
- Real-time global illumination following the many-lights approach and using Imperfect Shadow Maps. This is the code for my master's thesis…☆14Updated 7 years ago
- Authors' implementation of our SIGGRAPH Asia 2021 Technical Communications (Viewport-Resolution Independent Anti-Aliased Ray Marching on …☆31Updated this week
- ☆13Updated 3 years ago
- LTC approximation of the Anisotropic GGX for real-time area light shading with anisotropic reflection.☆83Updated 8 months ago
- 3D smoke simulation by Eulerian grid method for solving Navier-Stokes equation and rendering by volume ray-casting, all in C++ AMP☆19Updated 4 years ago
- Implementation of the Separable Subsurface Scattering technique from http://www.iryoku.com/separable-sss/ in C++ and Vulkan 1.0☆41Updated 3 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 7 years ago
- Implementation of Donner & Jensen's "A Spectral BSSRDF for Shading Human Skin" in PBRT☆17Updated 9 years ago
- a collections of rendering techniques based on d3d11 for study 渲染技术的收集与学习☆24Updated 5 years ago
- DCGrid: An Adaptive Grid Structure for Memory-Constrained Fluid Simulation on the GPU☆16Updated last year
- Nvidia HairWorks OpenGL implementation☆12Updated 8 years ago