yusuketokuyoshi / VSGL
Fast Indirect Illumination Using Two Virtual Spherical Gaussian Lights
☆149Updated this week
Alternatives and similar repositories for VSGL:
Users that are interested in VSGL are comparing it to the libraries listed below
- Assets used during the creation of SEED's Project PICA PICA☆74Updated 5 years ago
- This demo implements BVH construction and GPU traversal for rendering hard shadows.☆132Updated 4 years ago
- A collection of HLSL functions one can include to use spherical harmonics in shaders. This repository can be simply be used as a submodul…☆256Updated 3 years ago
- A collection of various Sky Model implementations in OpenGL suitable for real-time rendering.☆80Updated 5 years ago
- ☆96Updated 2 years ago
- ☆96Updated 7 years ago
- A mixed reality testing environment for real-time global illumination algorithms☆234Updated 7 years ago
- Variable Rate Shading and Depth of Field☆97Updated 2 years ago
- Spherical/zonal harmonics library☆138Updated last year
- Horizon Based Ambient Occlusion☆115Updated 9 years ago
- Cone-sphere occlusion LUT generator☆81Updated 8 years ago
- ☆63Updated 6 years ago
- DirectX 12 light culling technique featured in GPU Pro 7☆97Updated 7 years ago
- This sample showcases rasterizing and ray tracing displaced NVIDIA Micro-Mesh assets in Vulkan with and without the VK_NV_displacement_mi…☆95Updated last month
- Repository of the source code and demo of I3D 2020 paper Real-Time Stochastic Lightcuts☆128Updated 3 years ago
- Directx 12 toy engine☆35Updated 4 years ago
- A collection of primarily graphics programming focused blog posts.☆66Updated 3 months ago
- An OpenGL implementation of Eric Bruneton's Precomputed Atmospheric Scattering paper.☆83Updated 5 years ago
- BRDF LUT generation for PBR Pipelines☆148Updated 7 years ago
- A demo of various normal map filtering techniques for reducing specular aliasing☆84Updated 6 years ago
- Real-Time Rendering with Lighting Grid Hierarchy I3D 2019 Demo☆115Updated 5 years ago
- ☆142Updated last month
- ☆130Updated last year
- SH for HLSL 2021☆222Updated last week
- An indexed compendium of graphics programming papers, articles, blog posts, presentations, and more☆94Updated 2 years ago
- Longest Edge Bisection Demos☆83Updated 2 years ago
- A small dx12 base program I use to test shaders and techniques☆48Updated 2 years ago
- Code for "Real-time Rendering of Layered Materials with Anisotropic Normal Distributions", SIGGRAPH ASIA 2019.☆35Updated 3 years ago
- Efficient rendering with distance fields☆84Updated 7 years ago
- HLSL code for https://developer.nvidia.com/blog/optimizing-compute-shaders-for-l2-locality-using-thread-group-id-swizzling/☆63Updated last year