selfshadow / ltc_code
Code for "Real-Time Polygonal-Light Shading with Linearly Transformed Cosines"
☆419Updated 5 years ago
Related projects ⓘ
Alternatives and complementary repositories for ltc_code
- A D3D11 application for experimenting with Spherical Gaussian lightmaps☆699Updated 6 months ago
- Chop 3D objects to meshlets☆417Updated last year
- Experimentation framework for probe-based lighting☆422Updated 6 months ago
- optimized screen-space ambient occlusion, cache-aware hbao☆355Updated 10 months ago
- A barebones sample application to get you jump started with DirectX Raytracing (DXR)!☆398Updated 4 years ago
- A real time global illumination solution that achieves glossy surfaces, diffuse reflection, specular reflection, ambient occlusion, indir…☆617Updated this week
- Supplemental code accompanying Ray Tracing Gems II, Chapter 14: The Reference Path Tracer☆201Updated 3 years ago
- Code sample accompanying the article "Crash Course in BRDF Implementation"☆318Updated last year
- Global illumination with Voxel Cone Tracing in fully dynamic scenes using a 3D clipmap to support huge areas around the camera while main…☆380Updated last year
- Collection of functions that can be used to generate tileable volume/3d noise. An exemple of volume noise functions that can be specifica…☆344Updated 4 years ago
- A collection of HLSL functions one can include to use spherical harmonics in shaders. This repository can be simply be used as a submodul…☆252Updated 3 years ago
- A sample app that demonstrates several techniques for rendering real-time shadow maps☆821Updated 6 months ago
- Real-time Cloudscape Rendering in Vulkan based on the implementation of clouds in the Decima Engine.☆189Updated 5 years ago
- A rendering sample that demonstrates bindless deferred texturing using D3D12☆522Updated last week
- ☆378Updated 2 months ago
- MSAA and Temporal AA Sample☆332Updated 3 years ago
- Real-time BC6H compression on GPU☆329Updated last year
- Source Code for SIGGRAPH 2022 Paper "Generalized Resampled Importance Sampling: Foundations of ReSTIR"☆417Updated this week
- Light probe generation and BRDF authoring for physically based shading.☆772Updated 3 years ago
- This OpenGL/Vulkan sample illustrates the use of "mesh shaders" for rendering CAD models.☆364Updated 9 months ago
- Simple physically based path tracer based on Nvidia's Optix Ray Tracing Engine☆319Updated 2 years ago
- Separable Subsurface Scattering is a technique that allows to efficiently perform subsurface scattering calculations in screen space in j…☆607Updated 6 years ago
- A common standard for tangent space used in baking tools to produce normal maps.☆251Updated 4 months ago
- A (very) simple path tracer implemented using DirectX Ray Tracing (DXR)☆728Updated 7 months ago
- Example code for the research paper "Masked Software Occlusion Culling"; implements an efficient alternative to the hierarchical depth bu…☆616Updated last month
- OpenGL sample for shader-based occlusion culling☆533Updated 10 months ago
- A real-time global illumination implementation using voxel cone tracing. Implemented in C++ and GLSL.☆767Updated 6 years ago
- Vulkan implementation of ReSTIR☆146Updated 2 years ago
- A mixed reality testing environment for real-time global illumination algorithms☆227Updated 7 years ago
- BRDF LUT generation for PBR Pipelines☆145Updated 7 years ago