trevor-m / reyes-renderer
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
- Simple, quick'n dirty, pathtracer☆38Updated 3 years ago
- Toy RenderMan renderer☆16Updated last year
- "Guided Visibility Sampling++", an aggressive from-region visibility algorithm. The implementation is based on the Vulkan graphics API.☆20Updated 3 years ago
- nTiled - forward and deferred openGL renderer with support for Tiled Shading, Clustered Shading and Hashed Shading☆36Updated 7 years ago
- Experimentation framework for real-time light culling☆30Updated 5 years ago
- Software rasterizer based on Larrabee's☆39Updated 8 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
- An exemple on how to use RenderDoc inside your engine.☆51Updated 10 years ago
- A hexagonal prism BVH: more efficient than AABB.☆18Updated 5 years ago
- Attempt to understand and compare different Acceleration structures☆30Updated 3 years ago
- ☆32Updated 2 years ago
- A real-time interactive progressive path tracer on the GPU.☆33Updated 3 years ago
- An OpenGL sample implementation of Reflective Shadow Maps.☆14Updated 5 years ago
- Implement some RTR and PBR papers☆48Updated 7 years ago
- A tool to convert Polynomial Texture Maps into regular bitmaps☆16Updated 8 years ago
- Real-time software rasterizer written in C++ with windowing and model loading support.☆32Updated 5 years ago
- Runtime environment map prefiltering and spherical harmonics computation with OpenGL.☆14Updated 5 years ago
- An SDF path tracer☆22Updated 6 years ago
- Tile-based SW rasterizer☆32Updated 5 years ago
- Little Game Engine that aims to be Physically Based for the lighting part☆23Updated 7 years ago
- Sample code for a 'Quaternions revisited' article from GPU Pro 5☆34Updated 9 years ago
- A cross-platform Vulkan layer which checks Vulkan applications for best practices on PowerVR devices.☆16Updated 5 years ago
- Implementation of Real-Time Polygonal-Light Shading with Linearly Transformed Cosines by Eric Heitz et al for the course TSBK03 Advanced …☆20Updated 8 years ago
- ☆18Updated 8 years ago
- A real-time OpenGL Compute shader based Progressive Path Tracer.☆18Updated 5 years ago
- Screen space global illumination demo: SSAO vs SSDO☆50Updated 12 years ago
- Indirect Occlusion Culling☆23Updated 7 years ago
- A command line tool that converts game assets into a simple binary format for fast loading.☆19Updated 3 years ago
- Comparing some methods of generating blue noise dither patterns, to go with a blog post☆15Updated 5 years ago
- Graphics prototyping framework☆37Updated 11 months ago