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
DirectX 11 graphics engine
GPU driven real-time renderer, backed by wgpu and rust-gpu
🌋🖖🏽 PBR, IBL, Clustered Forward Shading, Path Tracing, Shadow Mapping, and more!
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 renderer written with Rust and wgpu-rs
3D Game Engine
Clustered Forward/Deferred renderer with Physically Based Shading, Image Based Lighting and a whole lot of OpenGL.
A game engine written for Windows using C++ and OpenGL 4.6.
a software-renderer with pbr shading
Runtime environment map prefiltering and spherical harmonics computation with OpenGL.
A renderer featuring advanced techniques such as PBR/IBL, deferred shading, SSAO, and shadow mapping.
Matching real light illumination conditions in synthetic scenes
Transforming LDR images into an HDR photograph, creating an equirectangular map, and rendering synthetic objects with accurate lighting using Blender
An ECS , OpenGl based game engine
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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