trevor-m / deep-gbuffers
Implementation of "Fast Global Illumination Approximations on Deep G-Buffers" (Mara et. al, 2016) using C++, OpenGL, and GLSL
☆40Updated 7 years ago
Alternatives and similar repositories for deep-gbuffers:
Users that are interested in deep-gbuffers are comparing it to the libraries listed below
- Vulkan implementations of Subsurface Scattering and Ambient Occlusion☆16Updated 7 years ago
- Image Based Lighting using DirectX 12.☆41Updated 5 years ago
- Screen space global illumination demo: SSAO vs SSDO☆50Updated 12 years ago
- Experimentation framework for real-time light culling☆30Updated 5 years ago
- Converting vertex meshes to voxel data and visualizing using VCT☆79Updated 8 years ago
- Implement some RTR and PBR papers☆48Updated 7 years ago
- Code for "Real-time Rendering of Layered Materials with Anisotropic Normal Distributions", SIGGRAPH ASIA 2019.☆35Updated 3 years ago
- Variance shadow mapping for omni lights with Vulkan☆31Updated 6 years ago
- nTiled - forward and deferred openGL renderer with support for Tiled Shading, Clustered Shading and Hashed Shading☆36Updated 7 years ago
- An exemple on how to use RenderDoc inside your engine.☆51Updated 10 years ago
- DynamicResolutionRendering_source_V3_update☆34Updated 7 years ago
- Hybrid raytracing and filtering playground.☆27Updated 5 years ago
- Tile-based SW rasterizer☆32Updated 5 years ago
- An OpenGL sample implementation of Reflective Shadow Maps.☆14Updated 5 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
- A 3D game engine☆13Updated 9 years ago
- ☆17Updated 6 years ago
- ☆32Updated 2 years ago
- Simple, quick'n dirty, pathtracer☆38Updated 3 years ago
- ☆21Updated 6 years ago
- DFG LUT generator☆53Updated 7 years ago
- Source for my implementation of Voxel Cone Tracing as part of my master thesis.☆17Updated 7 years ago
- Little Game Engine that aims to be Physically Based for the lighting part☆23Updated 7 years ago
- Low-Resolution Rendering Sample☆63Updated 9 years ago
- CIS565 Final Project☆37Updated 8 years ago
- A comparison of typical real-time and offline illumination methods. (SSAO, HBO, VXGI, and Ray Traced Global Illumination)☆34Updated 6 years ago
- "Guided Visibility Sampling++", an aggressive from-region visibility algorithm. The implementation is based on the Vulkan graphics API.☆20Updated 3 years ago
- Deferred Coarse Pixel Shading Source Code (For the article in GPU Pro 7)☆61Updated 7 years ago
- The sample for the GPU Pro 6 article on volumetric explosions.☆50Updated 10 years ago
- A flexible rendering engine for real-time graphics R&D☆22Updated 2 months ago