A passion projects that has been going on for awhile, finally at a place where I feel comfortable tentatively uploading it to Github for others
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Updated
May 27, 2024 - C#
A passion projects that has been going on for awhile, finally at a place where I feel comfortable tentatively uploading it to Github for others
A Physically Based Vulkan Renderer.
3D game engine written in C++. Includes features like PBR, realtime global illumination, and more
Rendergraph-based graphics engine written in C++ using DirectX12
CUDA based Pathtracing Offline and Realtime Renderer
Real-Time dynamic global illumination based on surfel. This project is based on GIBS presented at SIGGRAPH 2021. Implemented with Falcor framework. [⚒️ Currently in development]
Voxel / ray tracing template for the blog posts.
Real-time PathTracing with global illumination and progressive rendering, all on top of the Three.js WebGL framework. Click here for Live Demo: https://erichlof.github.io/THREE.js-PathTracing-Renderer/Geometry_Showcase.html
The Ultimate Solution for Cinematic Toon Rendering in UE5
Hybrid GI solution, based on DDGI ( include Ray-Tracing and SDF-Tracing )
Global illumination raytracer written in rust.
Bi-directional path tracer with no MIS
A physically based mesh renderer named Ada Path Tracer based on Taichi lang
Realtime 3D rendering engine
A personal exploration on different deferred rendering techniques
Toy engine written in C++ and DirectX 12
My toy engine, mainly for rendering experiment and prototyping.
Robust real-time rendering engine on DX11, DX12 with many advanced graphical features for quick prototyping
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