Clustered Forward/Deferred renderer with Physically Based Shading, Image Based Lighting and a whole lot of OpenGL.
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Updated
May 29, 2022 - C++
Clustered Forward/Deferred renderer with Physically Based Shading, Image Based Lighting and a whole lot of OpenGL.
3D C/C++ Game Engine - Created By Brady Jessup
Graphics engine written in C++ using DirectX11
Real-Time Vulkan Renderer with features like PBR, IBL, and more.
Official implementation of IBL-NeRF: Image-Based Lighting Formulation of Neural Radiance Fields (Computer Graphics Forum, Pacific Graphics 2023)
🍖 A configurable real-time renderer, backed by wgpu
PBR renderer written with Rust and wgpu-rs
Clustered Forward/Deferred renderer with Physically Based Shading, Image Based Lighting and a whole lot of OpenGL.
🌋🖖🏽 PBR, IBL, Clustered Forward Shading, Path Tracing, Shadow Mapping, and more!
Runtime environment map prefiltering and spherical harmonics computation with OpenGL.
a software-renderer with pbr shading
A game engine written in C++ using OpenGL.
Matching real light illumination conditions in synthetic scenes
An ECS , OpenGl based game engine
Game Engine
Transforming LDR images into an HDR photograph, creating an equirectangular map, and rendering synthetic objects with accurate lighting using Blender
JS parser/creator for HDR environment images packed with filtered levels used in PBR
Link's Real-Time Rendering Lab.
Code base for the book Introduction to Visual Effects. It implements: Matchmove, Global Illumination (Pathtracing), and is prepared for making Image Based Lighting in combination of the LuminanceHDR Software. As a result, it can generate simple realistic visual effects.
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