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
GPU driven real-time renderer, backed by wgpu and rust-gpu
DirectX11 graphics engine
🌋🖖🏽 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
A game engine written for Windows using C++ and OpenGL 4.6.
Clustered Forward/Deferred renderer with Physically Based Shading, Image Based Lighting and a whole lot of OpenGL.
3D Game Engine
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
This repository showcases all the features I learned from Apple's visionOS workshop, including SwiftUI, Model3D, RealityView, ImmersiveSpace, Anchors, Sky Spheres, USDZ, Ambient Audio, Spatial Audio, Notifications, and more.
An ECS , OpenGl based 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
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