Powerful Path Tracing Engine For Realistic Rendering
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Updated
Sep 15, 2023 - C++
Powerful Path Tracing Engine For Realistic Rendering
Implementation of the Separable Subsurface Scattering technique from http://www.iryoku.com/separable-sss/ in C++ and Vulkan 1.0
Source code for the paper "ReSTIR Subsurface Scattering for Real-Time Path Tracing" (HPG 2024)
Vulkan implementations of Subsurface Scattering and Ambient Occlusion
A screen space sub-surface scattering demo implemented with vulkan api
Fork of the Mitsuba renderer containing reference implementations of: (1) Adaptive Lightslice for Virtual Ray Lights, (2) the Forward Scattering Dipole model.
Volumetric and implicit surfaces (SDF) pathtracer implementation built on top of Yocto/GL.
Procedural skin texture with subsurface scattering and god rays post-process effect.
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