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
Real-Time Vulkan Renderer with features like PBR, IBL, and more.
Official implementation of the paper IBL-NeRF: Image-Based Lighting Formulation of Neural Radiance Fields
PBR renderer written with Rust and wgpu-rs
Clustered Forward/Deferred renderer with Physically Based Shading, Image Based Lighting and a whole lot of OpenGL.
Runtime environment map prefiltering and spherical harmonics computation with OpenGL.
Matching real light illumination conditions in synthetic scenes
Game Engine
An ECS , OpenGl based game engine
Link's Real-Time Rendering Lab.
a software-renderer with pbr shading
JS parser/creator for HDR environment images packed with filtered levels used in PBR
Transforming LDR images into an HDR photograph, creating an equirectangular map, and rendering synthetic objects with accurate lighting using Blender
Image-based lighting with Embree: Performance and convergence times
A Standalone Environment Map Prefiltering Program for IBL(Image Based Lighting) of gltf spec.
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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