tblut / Baked-Global-Illumination
☆41Updated 4 years ago
Alternatives and similar repositories for Baked-Global-Illumination:
Users that are interested in Baked-Global-Illumination are comparing it to the libraries listed below
- nTiled - forward and deferred openGL renderer with support for Tiled Shading, Clustered Shading and Hashed Shading☆37Updated 7 years ago
- A comparison of typical real-time and offline illumination methods. (SSAO, HBO, VXGI, and Ray Traced Global Illumination)☆34Updated 6 years ago
- Real-Time Global Illumination - University of Leeds MSc Project.☆39Updated 3 years ago
- A flexible rendering engine for real-time graphics R&D☆22Updated this week
- RT-RSM is a real-time Global Illumination technique using GPU ray tracing☆61Updated 5 years ago
- virtual texture☆19Updated 4 years ago
- Variance shadow mapping for omni lights with Vulkan☆31Updated 6 years ago
- Cascaded Shadow Mapping sample written with the dwSampleFramework.☆22Updated 5 years ago
- An OpenGL sample demonstrating path traced lightmap baking on the CPU with Embree.☆59Updated 5 years ago
- Screen space global illumination demo: SSAO vs SSDO☆50Updated 12 years ago
- Forward plus rendering using Vulkan☆32Updated 8 years ago
- Global illumination technical demo - a continuation of the Synesthesia3D (ex-LibRenderer) graphics engine used in https://github.com/ifto…☆54Updated 3 years ago
- Discontinued OpenGL graphics framework. See https://github.com/Illation/ETEngine☆39Updated 7 years ago
- Clustered forward rendering demo with Vulkan☆57Updated 7 years ago
- Implementation of "Real-time Global Illumination using Precomputed Light Field Probes"☆15Updated 5 years ago
- A voxel cone traced realtime Global Illumination rendering engine in dx12, wip☆56Updated 3 years ago
- An exemple on how to use RenderDoc inside your engine.☆51Updated 10 years ago
- physically based renderer written in DX12 with image-based lighting, classic deffered and tiled lighting approaches☆37Updated 3 years ago
- An OpenGL demo implementing the FFT ocean wave simulation from Jerry Tessendorf's famous paper.☆28Updated 4 years ago
- Modification of the Nvidia Cascading Shadow Maps demo using a pure shader based approach over immediate mode☆30Updated 9 years ago
- Toy engine written in C++ and DirectX 12☆16Updated last year
- Graphic Techniques Implemented on The Forge API, a cross-platform rendering framework on top of Vulkan, DirectX, Metal☆23Updated 5 years ago
- Runtime environment map prefiltering and spherical harmonics computation with OpenGL.☆16Updated 5 years ago
- Playground for messing around with bgfx and friends☆58Updated 5 years ago
- My own framework on which I try things (mostly rendering-related)☆17Updated 3 months ago
- Converting vertex meshes to voxel data and visualizing using VCT☆79Updated 8 years ago
- Performance and bandwidth tester for D3D12 memory pools☆25Updated last year
- Confetti-FX's The-Forge Lite Edition☆27Updated 5 years ago
- Experimentation framework for real-time light culling☆30Updated 5 years ago
- Tile-based SW rasterizer☆34Updated 5 years ago