🍖 A GPU driven real-time renderer, backed by wgpu
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Updated
Jun 3, 2024 - Rust
🍖 A GPU driven real-time renderer, backed by wgpu
A renderer featuring advanced techniques such as PBR/IBL, deferred shading, SSAO, and shadow mapping.
🌋🖖🏽 PBR, IBL, Clustered Forward Shading, Path Tracing, Shadow Mapping, and more!
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.
Game Engine
A game engine written in C++ using OpenGL.
3D C/C++ Game Engine - Created By Brady Jessup
Graphics engine written in C++ using DirectX11
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.
Official implementation of IBL-NeRF: Image-Based Lighting Formulation of Neural Radiance Fields (Computer Graphics Forum, Pacific Graphics 2023)
Transforming LDR images into an HDR photograph, creating an equirectangular map, and rendering synthetic objects with accurate lighting using Blender
Real-Time Vulkan Renderer with features like PBR, IBL, and more.
RT PBR using image-based lighting with Cook-Torrance GGX specular BRDF
Matching real light illumination conditions in synthetic scenes
Small command line utility to convert equirectangular HDRIs to octahedral
Clustered Forward/Deferred renderer with Physically Based Shading, Image Based Lighting and a whole lot of OpenGL.
Clustered Forward/Deferred renderer with Physically Based Shading, Image Based Lighting and a whole lot of OpenGL.
An ECS , OpenGl based game engine
a software-renderer with pbr shading
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