Trending repositories for topic physically-based-rendering
Clustered Forward/Deferred renderer with Physically Based Shading, Image Based Lighting and a whole lot of OpenGL.
⚡️基于物理的渲染(PBR)白皮书 | White Paper of Physically Based Rendering(PBR)
pbrt 中文整合翻译 基于物理的渲染:从理论到实现 Physically Based Rendering: From Theory To Implementation
Specification and reference implementation for the OpenPBR Surface shading model
An implementation of physically based shading & image based lighting in D3D11, D3D12, Vulkan, and OpenGL 4.
Clustered Forward/Deferred renderer with Physically Based Shading, Image Based Lighting and a whole lot of OpenGL.
Specification and reference implementation for the OpenPBR Surface shading model
pbrt 中文整合翻译 基于物理的渲染:从理论到实现 Physically Based Rendering: From Theory To Implementation
⚡️基于物理的渲染(PBR)白皮书 | White Paper of Physically Based Rendering(PBR)
An implementation of physically based shading & image based lighting in D3D11, D3D12, Vulkan, and OpenGL 4.
Yocto/GL: Tiny C++ Libraries for Data-Driven Physically-based Graphics
Clustered Forward/Deferred renderer with Physically Based Shading, Image Based Lighting and a whole lot of OpenGL.
Specification and reference implementation for the OpenPBR Surface shading model
An implementation of physically based shading & image based lighting in D3D11, D3D12, Vulkan, and OpenGL 4.
pbrt 中文整合翻译 基于物理的渲染:从理论到实现 Physically Based Rendering: From Theory To Implementation
⚡️基于物理的渲染(PBR)白皮书 | White Paper of Physically Based Rendering(PBR)
Unbiased & physically-based GPU HIPRT (C++/HIP) interactive path tracing renderer
MaterialX is an open standard for the exchange of rich material and look-development content across applications and renderers.
Specification and reference implementation for the OpenPBR Surface shading model
Unbiased & physically-based GPU HIPRT (C++/HIP) interactive path tracing renderer
Clustered Forward/Deferred renderer with Physically Based Shading, Image Based Lighting and a whole lot of OpenGL.
pbrt 中文整合翻译 基于物理的渲染:从理论到实现 Physically Based Rendering: From Theory To Implementation
An implementation of physically based shading & image based lighting in D3D11, D3D12, Vulkan, and OpenGL 4.
⚡️基于物理的渲染(PBR)白皮书 | White Paper of Physically Based Rendering(PBR)
Yocto/GL: Tiny C++ Libraries for Data-Driven Physically-based Graphics
MaterialX is an open standard for the exchange of rich material and look-development content across applications and renderers.
Specification and reference implementation for the OpenPBR Surface shading model
Clustered Forward/Deferred renderer with Physically Based Shading, Image Based Lighting and a whole lot of OpenGL.
Unbiased & physically-based GPU HIPRT (C++/HIP) interactive path tracing renderer
pbrt 中文整合翻译 基于物理的渲染:从理论到实现 Physically Based Rendering: From Theory To Implementation
⚡️基于物理的渲染(PBR)白皮书 | White Paper of Physically Based Rendering(PBR)
An implementation of physically based shading & image based lighting in D3D11, D3D12, Vulkan, and OpenGL 4.
MaterialX is an open standard for the exchange of rich material and look-development content across applications and renderers.
Software rendering engine with PBR. Built from scratch on C++.
Make VST2 / VST3 / AU / AAX / CLAP / LV2 / FLP plug-ins for Linux/macOS/Windows, using D.
A database of physically based values for CG artists.
A physically based mesh renderer named Ada Path Tracer based on Taichi lang
🌋🖖🏽 PBR, IBL, Clustered Forward Shading, Path Tracing, Shadow Mapping, and more!
Unbiased & physically-based GPU HIPRT (C++/HIP) interactive path tracing renderer
Specification and reference implementation for the OpenPBR Surface shading model
A physically based mesh renderer named Ada Path Tracer based on Taichi lang
Clustered Forward/Deferred renderer with Physically Based Shading, Image Based Lighting and a whole lot of OpenGL.
🌋🖖🏽 PBR, IBL, Clustered Forward Shading, Path Tracing, Shadow Mapping, and more!
pbrt 中文整合翻译 基于物理的渲染:从理论到实现 Physically Based Rendering: From Theory To Implementation
Software rendering engine with PBR. Built from scratch on C++.
Make VST2 / VST3 / AU / AAX / CLAP / LV2 / FLP plug-ins for Linux/macOS/Windows, using D.
An implementation of physically based shading & image based lighting in D3D11, D3D12, Vulkan, and OpenGL 4.
⚡️基于物理的渲染(PBR)白皮书 | White Paper of Physically Based Rendering(PBR)
A database of physically based values for CG artists.
MaterialX is an open standard for the exchange of rich material and look-development content across applications and renderers.
Rain Rendering for Evaluating and Improving Robustness to Bad Weather (Tremblay et al., 2020) (S. S. Halder et al., 2019)
Unbiased & physically-based GPU HIPRT (C++/HIP) interactive path tracing renderer
🌋🖖🏽 PBR, IBL, Clustered Forward Shading, Path Tracing, Shadow Mapping, and more!
pbrt 中文整合翻译 基于物理的渲染:从理论到实现 Physically Based Rendering: From Theory To Implementation
Specification and reference implementation for the OpenPBR Surface shading model
MaterialX is an open standard for the exchange of rich material and look-development content across applications and renderers.
⚡️基于物理的渲染(PBR)白皮书 | White Paper of Physically Based Rendering(PBR)
Clustered Forward/Deferred renderer with Physically Based Shading, Image Based Lighting and a whole lot of OpenGL.
An implementation of physically based shading & image based lighting in D3D11, D3D12, Vulkan, and OpenGL 4.
Yocto/GL: Tiny C++ Libraries for Data-Driven Physically-based Graphics
Unbiased & physically-based GPU HIPRT (C++/HIP) interactive path tracing renderer
🌋🖖🏽 PBR, IBL, Clustered Forward Shading, Path Tracing, Shadow Mapping, and more!
Software rendering engine with PBR. Built from scratch on C++.
A database of physically based values for CG artists.
Make VST2 / VST3 / AU / AAX / CLAP / LV2 / FLP plug-ins for Linux/macOS/Windows, using D.
Specification and reference implementation for the OpenPBR Surface shading model
A physically based mesh renderer named Ada Path Tracer based on Taichi lang
pbrt 中文整合翻译 基于物理的渲染:从理论到实现 Physically Based Rendering: From Theory To Implementation
Rain Rendering for Evaluating and Improving Robustness to Bad Weather (Tremblay et al., 2020) (S. S. Halder et al., 2019)
A database of physically based values for CG artists.
Clustered Forward/Deferred renderer with Physically Based Shading, Image Based Lighting and a whole lot of OpenGL.
MaterialX is an open standard for the exchange of rich material and look-development content across applications and renderers.
⚡️基于物理的渲染(PBR)白皮书 | White Paper of Physically Based Rendering(PBR)