ray-cast / trianglepacker
📄 Triangle packer for light map
☆75Updated 7 years ago
Alternatives and similar repositories for trianglepacker:
Users that are interested in trianglepacker are comparing it to the libraries listed below
- Screen space global illumination demo: SSAO vs SSDO☆50Updated 12 years ago
- nTiled - forward and deferred openGL renderer with support for Tiled Shading, Clustered Shading and Hashed Shading☆36Updated 7 years ago
- ☆39Updated 5 years ago
- 🥧 An OpenGL 4.x example of GPU Zen 2's ray casting techniques for baked texture generation chapter.☆43Updated 5 years ago
- ☆41Updated 4 years ago
- Implementation of Crytek's Light Propagation Volumes algorithm in WebGL☆58Updated 6 years ago
- Converting vertex meshes to voxel data and visualizing using VCT☆79Updated 8 years ago
- A demo of ambient occlusion map baking using DXR☆63Updated 2 years ago
- webGL implementation of dense light scene, included deferred & clustered rendering for accelaration☆8Updated 6 years ago
- A library of distance and occlusion generation routines☆112Updated 6 years ago
- Clustered Deferred and Clustered Forward Plus Shading in WebGL☆32Updated 4 years ago
- Public direct3d11 tool prototying framework.☆24Updated 6 years ago
- A DirectX 11 implementation of voxelization☆18Updated 9 years ago
- Experimentation framework for real-time light culling☆30Updated 5 years ago
- Implement some RTR and PBR papers☆48Updated 7 years ago
- physically based renderer written in DX12 with image-based lighting, classic deffered and tiled lighting approaches☆37Updated 3 years ago
- WebGL-Tile-Based-Forward-Plus-Renderer using glTF model☆31Updated 8 years ago
- virtual texture☆19Updated 4 years ago
- Variance shadow mapping for omni lights with Vulkan☆31Updated 6 years ago
- ☆25Updated 5 years ago
- ☆31Updated 6 years ago
- A comparison of typical real-time and offline illumination methods. (SSAO, HBO, VXGI, and Ray Traced Global Illumination)☆34Updated 6 years ago
- Screen space global illumination for interactive mixed reality☆14Updated 7 years ago
- Source Code for HPG 2022 Paper "Virtual Blue Noise Lighting"☆47Updated 2 years ago
- ☆41Updated 9 years ago
- Modification of the Nvidia Cascading Shadow Maps demo using a pure shader based approach over immediate mode☆30Updated 8 years ago
- SSE Frustum Culling Demo☆70Updated 3 years ago
- Shows how to bake ambient occlusion at mesh vertices using OptiX Prime☆45Updated 5 years ago
- A method for baking persistent decals to textures using UV-space rasterization.☆20Updated 3 years ago
- Tutorial Project for Screen Space Reflection☆10Updated 9 years ago