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Clustered Forward/Deferred renderer with Physically Based Shading, Image Based Lighting and a whole lot of OpenGL.
Multi-threaded DirectX12 renderer w/ HDR, PBR & Multi-monitor support
3D C/C++ Game Engine - Created By Brady Jessup
GPU driven real-time renderer, backed by wgpu and rust-gpu
DirectX11 graphics engine
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 Rendering Engine
A game engine written for Windows using C++ and OpenGL 4.6.
3D Game Engine
Clustered Forward/Deferred renderer with Physically Based Shading, Image Based Lighting and a whole lot of OpenGL.
a software-renderer with pbr shading
Runtime environment map prefiltering and spherical harmonics computation with OpenGL.
[TVCG 2025] IllumiDiff: Illumination Estimation from a Single Image with Diffusion Model
A renderer featuring advanced techniques such as PBR/IBL, deferred shading, SSAO, and shadow mapping.
This repository showcases all the features I learned from Apple's visionOS workshop, including SwiftUI, Model3D, RealityView, ImmersiveSpace, Anchors, Sky Spheres, USDZ, Ambient Audio, Spatial Audio, Notifications, and more.
Transforming LDR images into an HDR photograph, creating an equirectangular map, and rendering synthetic objects with accurate lighting using Blender
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.
Matching real light illumination conditions in synthetic scenes
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