shocker-0x15 / rtcamp10
☆10Updated last month
Related projects ⓘ
Alternatives and complementary repositories for rtcamp10
- Header only implementation of Progressive Photon Mapping: A Probabilistic Approach(PPMAPA) in C++.☆13Updated 2 years ago
- ☆16Updated 3 years ago
- Fast 3d/4d divergence-free noise for shaders.☆41Updated last year
- Research oriented GPU offline renderer☆15Updated last year
- Code for "Practical Multiple-Scattering Sheen Using Linearly Transformed Cosines" (SIGGRAPH 2022 Talk) by Tizian Zeltner, Brent Burley, a…☆41Updated 2 years ago
- Source Code for Eurographics 2024 Short Paper "Real-time Seamless Object Space Shading"☆71Updated 6 months ago
- Source Code for HPG 2022 Paper "Virtual Blue Noise Lighting"☆47Updated 2 years ago
- All documents related to my master thesis☆57Updated last year
- fast voronoi☆35Updated last year
- ☆41Updated last year
- ☆36Updated 3 years ago
- Final Project for CS2240☆35Updated 5 years ago
- ☆12Updated last year
- Source code for the paper: Modeling Rocky Scenery using Implicit Blocks, published in The Visual Computer and presented at Computer Graph…☆47Updated 2 years ago
- Renderer used for レイトレ合宿8☆11Updated 2 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
- Code for "Real-time Rendering of Layered Materials with Anisotropic Normal Distributions", SIGGRAPH ASIA 2019.☆35Updated 2 years ago
- Stochastic Substitute Tree (SST) real-time demo☆20Updated 4 years ago
- Htex: Per-Halfedge Texturing for Arbitrary Mesh Topologies☆21Updated 8 months ago
- ReSTIR FG: Real-Time Reservoir Resampled Photon Final Gathering☆43Updated last month
- 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.☆46Updated last month
- ☆17Updated 3 years ago
- Volumetric path tracer written in C++☆44Updated last year
- This editor allows editing 2D tangent fields and rendering in real-time the anisotropic appearance defined by such fields.☆14Updated 3 weeks ago
- Repository with HLSL and GLSL sample code for self-intersection avoidance in DXR and Vulkan☆18Updated 11 months ago
- Real-Time Shading with Polyhedral Lights using Silhouette Detection☆35Updated 3 years ago
- A GPU based implementation of the optimization described in the paper "A Low-Discrepancy Sampler that Distributes Monte Carlo Errors as a…☆21Updated last year
- LTC approximation of the Anisotropic GGX for real-time area light shading with anisotropic reflection.☆81Updated 6 months ago
- A collection of primarily graphics programming focused blog posts.☆59Updated this week