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.
Matching real light illumination conditions in synthetic scenes
A renderer featuring advanced techniques such as PBR/IBL, deferred shading, SSAO, and shadow mapping.
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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