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
Clustered Forward/Deferred renderer with Physically Based Shading, Image Based Lighting and a whole lot of OpenGL.
🍖 A GPU driven real-time renderer, backed by wgpu
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)
🌋🖖🏽 PBR, IBL, Clustered Forward Shading, Path Tracing, Shadow Mapping, and more!
a software-renderer with pbr shading
Matching real light illumination conditions in synthetic scenes
Runtime environment map prefiltering and spherical harmonics computation with OpenGL.
Game Engine
JS parser/creator for HDR environment images packed with filtered levels used in PBR
An ECS , OpenGl based game engine
A game engine written in C++ using OpenGL.
Real-time cloth simulation, developed in C++/OpenGL, that employs a Mass-Spring System, inspired by the paper "Fast Simulation of Mass-Spring Systems" by Liu et al. Parallelized using OpenMP and features Physically-Based Rendering (PBR), image-based lighting (IBL) for enhanced realism, and an HDR skybox for a dynamic, immersive sky.
PBR renderer written with Rust and wgpu-rs
Small command line utility to convert equirectangular HDRIs to octahedral
RT PBR using image-based lighting with Cook-Torrance GGX specular BRDF
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