Stars
Stochastic Screen Space Reflections (SSSR)
Mitsuba 2: A Retargetable Forward and Inverse Renderer
Code for TileGAN: Synthesis of Large-Scale Non-Homogeneous Textures (SIGGRAPH 2019)
This OpenGL/Vulkan sample illustrates the use of "mesh shaders" for rendering CAD models.
CPU Sparse Voxel Octree Implementation
C++ Library Manager for Windows, Linux, and MacOS
Documentation of NVIDIA chip/hardware interfaces
High performance physically based renderer in C++11
Code for "Real-Time Polygonal-Light Shading with Linearly Transformed Cosines"
[NO LONGER MAINTAINED] A library for storing voxel data on disk and in memory.
Integrating Clipped Spherical Harmonics Expansions
A collection of HLSL functions one can include to use spherical harmonics in shaders. This repository can be simply be used as a submodule.
RenderDoc is a stand-alone graphics debugging tool.
Utility for producing blue-noise dither mask tiles on the GPU
Dependencies needed to compile Mitsuba on Windows
A program that reads a file with sample sequences and uses them to integrate a specified 2D function.
Source code for pbrt, the renderer described in the third edition of "Physically Based Rendering: From Theory To Implementation", by Matt Pharr, Wenzel Jakob, and Greg Humphreys.
Code of "Practical Path Guiding for Efficient Light-Transport Simulation"