trevor-m / reyes-rendererLinks
A REYES-style micropolygon renderer written in C++ which implements a subset of the RenderMan specification.
☆12Updated 7 years ago
Alternatives and similar repositories for reyes-renderer
Users that are interested in reyes-renderer are comparing it to the libraries listed below
Sorting:
- Simple, quick'n dirty, pathtracer☆38Updated 4 years ago
- Hybrid raytracing and filtering playground.☆27Updated 6 years ago
- Attempt to understand and compare different Acceleration structures☆30Updated 4 years ago
- A real-time interactive progressive path tracer on the GPU.☆33Updated 4 years ago
- Experimentation framework for real-time light culling☆30Updated 6 years ago
- Real-time software rasterizer written in C++ with windowing and model loading support.☆33Updated 6 years ago
- An exemple on how to use RenderDoc inside your engine.☆51Updated 10 years ago
- Tile-based SW rasterizer☆34Updated 5 years ago
- Toy RenderMan renderer☆16Updated last year
- A hexagonal prism BVH: more efficient than AABB.☆18Updated 6 years ago
- Variance shadow mapping for omni lights with Vulkan☆31Updated 7 years ago
- Implementation of "Fast Global Illumination Approximations on Deep G-Buffers" (Mara et. al, 2016) using C++, OpenGL, and GLSL☆40Updated 7 years ago
- ☆29Updated 6 years ago
- Simple raytracer using DirectX Raytracing (DXR).☆43Updated 5 years ago
- Converting vertex meshes to voxel data and visualizing using VCT☆80Updated 8 years ago
- Vulkan debug layer to visualize synchronization dependencies☆44Updated 5 years ago
- Code associated with ebook Ray Tracing The Next Week by Peter Shirley. This work is in the public domain. My fork adds C++11 threads ba…☆13Updated 7 years ago
- Implement some RTR and PBR papers☆48Updated 8 years ago
- Little Game Engine that aims to be Physically Based for the lighting part☆24Updated 7 years ago
- Hybrid CPU and GPU ray traced rendering using shared memory.☆57Updated 8 years ago
- A cross-platform programmable shading language ( CPU only )☆59Updated last year
- "Guided Visibility Sampling++", an aggressive from-region visibility algorithm. The implementation is based on the Vulkan graphics API.☆22Updated 4 years ago
- Software rasterizer based on Larrabee's☆43Updated 8 years ago
- A repository for personal experimental purpose☆11Updated 7 years ago
- nTiled - forward and deferred openGL renderer with support for Tiled Shading, Clustered Shading and Hashed Shading☆37Updated 7 years ago
- ☆83Updated 7 years ago
- GPU-based real-time global illumination renderer based on voxel cone tracing☆64Updated 8 years ago
- Rasterization on the GPU in "slow motion".☆62Updated 5 years ago
- OBJ model to 3D transparent texture converter☆40Updated 3 years ago
- SSE Frustum Culling Demo☆71Updated 3 years ago