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.
Runtime environment map prefiltering and spherical harmonics computation with OpenGL.
a software-renderer with pbr shading
Real-time cloth simulation, developed in C++/OpenGL, that employs a Mass-Spring System, inspired by the paper "Fast Simulation of Mass-Spring Systems" by Liu et al. Parallelized using OpenMP and features Physically-Based Rendering (PBR), image-based lighting (IBL) for enhanced realism, and an HDR skybox for a dynamic, immersive sky.
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.
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