ray-cast / trianglepacker
📄 Triangle packer for light map
☆76Updated 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
- Converting vertex meshes to voxel data and visualizing using VCT☆79Updated 8 years ago
- Public direct3d11 tool prototying framework.☆24Updated 6 years ago
- ☆39Updated 6 years ago
- nTiled - forward and deferred openGL renderer with support for Tiled Shading, Clustered Shading and Hashed Shading☆37Updated 7 years ago
- ☆41Updated 4 years ago
- A DirectX 11 implementation of voxelization☆18Updated 9 years ago
- 🥧 An OpenGL 4.x example of GPU Zen 2's ray casting techniques for baked texture generation chapter.☆44Updated 5 years ago
- A demo of ambient occlusion map baking using DXR☆64Updated 3 years ago
- This is a physically based real-time renderer made for learning purposes.☆89Updated 8 years ago
- ☆41Updated 9 years ago
- Tiny Global Illumination OpenGL Renderer☆51Updated 9 years ago
- An OpenGL sample demonstrating path traced lightmap baking on the CPU with Embree.☆59Updated 5 years ago
- Implement some RTR and PBR papers☆48Updated 7 years ago
- ☆31Updated 7 years ago
- A library of distance and occlusion generation routines☆112Updated 6 years ago
- webGL implementation of dense light scene, included deferred & clustered rendering for accelaration☆8Updated 6 years ago
- SSE Frustum Culling Demo☆70Updated 3 years ago
- Variance shadow mapping for omni lights with Vulkan☆31Updated 6 years ago
- An OpenGL sample that demonstrates baking SDFs and using them to add Soft Shadows and Ambient Occlusion to a rasterized scene.☆52Updated 3 years ago
- ☆25Updated 5 years ago
- Clustered Deferred and Clustered Forward Plus Shading in WebGL☆33Updated 4 years ago
- Vulkan implementations of Subsurface Scattering and Ambient Occlusion☆16Updated 7 years ago
- Cross platform GLFW based port of Stan Melax's BunnyLOD Easy Mesh Simplification☆78Updated 4 years ago
- WebGL-Tile-Based-Forward-Plus-Renderer using glTF model☆31Updated 8 years ago
- virtual texture☆19Updated 4 years ago
- A comparison of typical real-time and offline illumination methods. (SSAO, HBO, VXGI, and Ray Traced Global Illumination)☆34Updated 6 years ago
- Tile-based SW rasterizer☆34Updated 5 years ago
- physically based renderer written in DX12 with image-based lighting, classic deffered and tiled lighting approaches☆37Updated 3 years ago
- Experimentation framework for real-time light culling☆30Updated 5 years ago