taqu / BoundingVolumeHierarchyLinks
☆11Updated 6 years ago
Alternatives and similar repositories for BoundingVolumeHierarchy
Users that are interested in BoundingVolumeHierarchy are comparing it to the libraries listed below
Sorting:
- Source Code for HPG 2022 Paper "Virtual Blue Noise Lighting"☆50Updated 3 years ago
- LTC approximation of the Anisotropic GGX for real-time area light shading with anisotropic reflection.☆89Updated last year
- Authors' implementation of our SIGGRAPH Asia 2021 Technical Communications (Viewport-Resolution Independent Anti-Aliased Ray Marching on …☆32Updated 9 months ago
- Implementation of the Separable Subsurface Scattering technique from http://www.iryoku.com/separable-sss/ in C++ and Vulkan 1.0☆44Updated 3 years ago
- An implementation of NVIDIA's paper "Efficient Incoherent Ray Traversal on GPUs Through Compressed Wide BVHs"☆124Updated 10 months ago
- `pbrlab` is well-verified(through brute force human verification and debugging) path tracing + PBR shading/rendering implementation.☆38Updated last month
- minimal but extensible header only implementation of photon mapping in C++☆116Updated 3 years ago
- physically based path tracer on gpu☆56Updated 5 years ago
- Headers, tests, and examples for Covariance Tracing☆49Updated 5 years ago
- An official implementation of the paper "Real-Time Shading of Free-Form Area Lights using Linearly Transformed Cosines". Please refer to …☆34Updated 4 years ago
- Hybrid raytracing and filtering playground.☆27Updated 6 years ago
- White furnace test implementation for GGX/Smith☆38Updated 7 years ago
- pbrt-v4 render engine/exporter for Blender☆38Updated 4 months ago
- Scenes for LuisaRender☆25Updated last year
- Offline renderer used for my blog posts☆108Updated 7 years ago
- Spherical/zonal harmonics library☆142Updated last month
- Real-time software rasterizer using compute shaders, including vertex processing stage (IA and vertex shaders), bin rasterization, tile r…☆121Updated 7 months ago
- Denoising a Vulkan ray traced image using OptiX denoiser☆99Updated 6 months ago
- A physically-based renderer utilizing Vulkan & DX12 raytracing API along with the implementation of several graphics papers.☆37Updated 3 years ago
- A multithreaded C++ program that uses raytracing and photon mapping to render photorealistic images of 3D environments☆67Updated 6 years ago
- "Guided Visibility Sampling++", an aggressive from-region visibility algorithm. The implementation is based on the Vulkan graphics API.☆22Updated 4 years ago
- Rendering framework with rasterizers & path tracers implemented using Vulkan, OptiX & OpenGL☆97Updated 4 years ago
- Implementation of the i3D2018 paper "A Narrow-Range Filter for Screen-Space Fluid Rendering".☆103Updated 5 years ago
- This demo shows how to use the surface gradient based framework to do compositing of bump maps in both simple and complex scenarios.☆85Updated 3 years ago
- Global Illumination using Spherical Harmonics☆84Updated 4 years ago
- Immediate-mode fork of the mitsuba renderer. (See Wiki for branches.)☆68Updated 4 years ago
- Vulkan implementation of Fast Volume Rendering with Spatiotemporal Reservoir Resampling.☆38Updated 3 years ago
- Renderer and BVH traversal library☆59Updated 3 weeks ago
- A research-oriented renderer☆104Updated 4 years ago
- Renderer using C++, Embree and USD to achieve Path Tracing techniques on the CPU☆56Updated 2 years ago