Vulkan implementation of Fast Volume Rendering with Spatiotemporal Reservoir Resampling.
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Updated
Jan 5, 2022 - C++
Vulkan implementation of Fast Volume Rendering with Spatiotemporal Reservoir Resampling.
CUDA ReSTIR Implementation [2022]
Experimental real-time renderer with support for dynamic global illumination
Implementation of 'Optimal Multiple Importance Resampling'
C++ implementation of ReSTIR on top of a Whitted-style ray tracer
Code release of the paper "Combining Resampled Importance and Projected Solid Angle Samplings for Many Area Light Rendering"
Source code for the paper "ReSTIR Subsurface Scattering for Real-Time Path Tracing" (HPG 2024)
A Vulkan Raytracing framework for various bidirectional path tracing techniques
Unbiased & physically-based GPU HIPRT (C++/HIP) interactive path tracing renderer
Master Lab: Conditional Resampled Importance Sampling and ReSTIR
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