wbrbr / htexLinks
Htex: Per-Halfedge Texturing for Arbitrary Mesh Topologies
☆28Updated last year
Alternatives and similar repositories for htex
Users that are interested in htex are comparing it to the libraries listed below
Sorting:
- C++ implementation of "Stochastic Generation of (t,s) Sample Sequences", by Helmer, Christensen, and Kensler (2021)☆55Updated last year
- This sample showcases rasterizing and ray tracing displaced NVIDIA Micro-Mesh assets in Vulkan with and without the VK_NV_displacement_mi…☆96Updated 8 months ago
- A GPU based implementation of the optimization described in the paper "A Low-Discrepancy Sampler that Distributes Monte Carlo Errors as a…☆22Updated 2 years ago
- Creates blue noise data using the SIGGRAPH 2016 paper from Solid Angle.☆43Updated 3 years ago
- Source code for the EON rough diffuse BRDF model☆40Updated 3 months ago
- "Progressive Multi-Jittered Sample Sequences" in C++☆38Updated 5 years ago
- Importance-sampled FAST Noise☆40Updated 3 months ago
- DX12 Path Tracer with ShaderToy interop☆46Updated 9 months ago
- Improved Blue Noise Generator☆40Updated 2 years ago
- Demo project for the leb3D structure for path tracing☆24Updated 2 months ago
- Assets used during the creation of SEED's Project PICA PICA☆77Updated 6 years ago
- Implementation of the paper: `GPU Ray Tracing using Irregular Grids`☆53Updated 7 years ago
- A simple commandline utility to generate grid-based signed distance field (level set) generator from triangle meshes, using code from Rob…☆55Updated 4 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
- Spherical/zonal harmonics library☆141Updated 3 weeks ago
- A demo of ambient occlusion map baking using DXR☆65Updated 3 years ago
- Supplemental source code for "A Halfedge Refinement Rule for Catmull Clark Subdivision"☆39Updated 8 months ago
- Source code for the paper "Lipschitz Pruning: Hierarchical Simplification of Primitive-Based SDFs"☆19Updated 2 months ago
- Mini Spin-X Library☆52Updated 2 months ago
- Fast Indirect Illumination Using Two Virtual Spherical Gaussian Lights☆157Updated this week
- Utility for producing blue-noise dither mask tiles on the GPU☆82Updated 4 years ago
- Software rasterizing hair strands with analytical AA and OIT. Inspired by Frostbite's hair system: "Every Strand Counts: Physics and Rend…☆75Updated last year
- Repository with HLSL and GLSL sample code for self-intersection avoidance in DXR and Vulkan☆21Updated last year
- This is my experiments with BVH build algorithms on GPU.☆56Updated 11 months ago
- This demo implements BVH construction and GPU traversal for rendering hard shadows.☆132Updated 4 years ago
- A small dx12 base program I use to test shaders and techniques☆49Updated 3 years ago
- ☆135Updated 2 years ago
- ☆55Updated 3 months ago
- ☆98Updated 3 years ago
- LucidRaster: real-time GPU software rasterizer for exact OIT☆53Updated 7 months ago