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
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)
A game engine written for Windows using C++ and OpenGL 4.6.
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.
Transforming LDR images into an HDR photograph, creating an equirectangular map, and rendering synthetic objects with accurate lighting using Blender
Matching real light illumination conditions in synthetic scenes
An ECS , OpenGl based game engine
JS parser/creator for HDR environment images packed with filtered levels used in PBR
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.
OpenGL-based 3D rendering engine with PBR materials, displacement mapping and image-based lighting
Small command line utility to convert equirectangular HDRIs to octahedral
RT PBR using image-based lighting with Cook-Torrance GGX specular BRDF
Image-based lighting with Embree: Performance and convergence times
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