A Physically Based Vulkan Renderer.
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Updated
Jun 2, 2024 - C++
A Physically Based Vulkan Renderer.
Rendergraph-based graphics engine written in C++ using DirectX12
Work in progress voxel tracer. This is intended to be an offline solution for generating lighting/volumetrics.
A work in progress graphics solution for completely baked volumetric lighting, meant to be very lightweight and inexpensive.
Graphics engine written in C++ using DirectX11
A repo that contains code for Volumetric Clouds and Lighting in Unity3D's URP
Introductory OpenGL project showcasing an original procedural underwater world at every generation!
Project to study shader basics
An implementation of underwater effects that show under the water line.
A Windows only OpenGL 4.6 renderer for testing different rendering techniques & solutions.
WebGL + Three.js implementation of Kenny Mitchell's post-processing algorithm for volumetric light scattering rendering.
Volumetric light rendering of Sponza with Golang and OpenGL on Ubuntu and NVIDIA GTX 760. Keywords: Go, OpenGL, GLFW 3.0, GLTF 2.0, volumetric light, full 3D ray marching, light shafts, god rays.
Volumetric Lighting in URP
A collection of blender projects made for learning purposes
Global illumination technical demo - a continuation of the Synesthesia3D (ex-LibRenderer) graphics engine used in https://github.com/iftodebogdan/ShaderEditor
A volumetric fog implementation in Unity.
Volumetric PathTracer computer graphic implementation for YoctoGL C++ framework.
Store light data for a scene using voxels
d3d11 volumetric light
Created for my Software Design and Development Major Project in Year 12
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