The Wayback Machine - https://web.archive.org/web/20220320134620/https://github.com/topics/global-illumination
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88 public repositories
matching this topic...
Updated
Mar 11, 2022
JavaScript
Voxel-based Global Illumination using Unity Scriptable Render Pipeline
A real time global illumination solution that achieves glossy surfaces, diffuse reflection, specular reflection, ambient occlusion, indirect shadows, soft shadows, emissive materials and 2-bounce GI. Published here
http://ieeexplore.ieee.org/abstract/document/7833375/
A physically-based path tracer
Updated
Feb 26, 2021
Rust
Updated
Oct 26, 2021
HTML
A path tracer in 300 lines of C++
Screen Space Global Illumination for Unity Universal Render Pipeline
Updated
Mar 11, 2020
ShaderLab
Physically based renderer with Path Tracing and Photon Mapping.
A program with an implemented Monte Carlo Ray Tracer algorithm for global illumination of a virtual 3D scene.
Experimental Physically Based Renderer
Real-Time Global Illumination using Precomputed Light Field Probes
Updated
May 31, 2018
GLSL
A collection of gradient-domain light transport algorithms implemented with Mitsuba
An attempt at rendering the "Dabrovic Sponza" scene with Unity.
An instructive one-file Ruby path tracer
Open Source Ray Tracing Library
Unity component for the implementation of the Eurographics 2021 Poster: Illumination-driven Light Probe Placement.
An interactive OpenCL wavefront path tracer
Base repository for Dartmouth's CS87/287 (Fall 2021).
DDGI Minecraft is based on the 2019 SIGGRAPH paper, Dynamic Diffuse Global Illumination with Ray-Traced Irradiance Fields (2019), where we aimed to approximate indirect lighting and global illumination in Minecraft-inspired scenes using Vulkan to test the algorithm's efficacy in real-time.
Implementation of Crytek's Light Propagation Volumes algorithm in WebGL
Updated
Oct 25, 2018
JavaScript
Gradient-domain Volumetric Photon Density Estimation, SIGGRAPH 2018
Implementation of "Dynamic Diffuse Global Illumination with Ray-Traced Irradiance Fields"
RT-RSM is a real-time Global Illumination technique using GPU ray tracing
Exploratory Project on Fast Screen Space Global Illumination
Updated
Oct 29, 2019
Jupyter Notebook
Master thesis: Interactive Physically-based Rendering
Global Illumination using Spherical Harmonics
Rendering engine/framework on DirectX 11 with many advanced graphics features
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Context
This engine is intended to be used as a drop-in replacement to Three.js’s
WebGLRenderer.Problem
It tends not to work as a drop-in replacement out-of-the-box, because the renderer crashes when:
THREE.Geometryinstead of aTHREE.BufferGeometry.This might cause people who try to repl