awesome-repositories.com
Blog
MCP
awesome-repositories.com

Descubre los mejores repositorios open-source con nuestra búsqueda potenciada por IA.

ExplorarBúsquedas curadasAlternativas open-sourceSoftware autohospedableBlogMapa del sitio
ProyectoServidor MCPAcerca deCómo clasificamosPrensa
Aviso legalPrivacidadTérminos
© 2026 Bringes Technology SRL·VAT RO45896025·hello@awesome-repositories.com
·

13 repositorios

Awesome GitHub RepositoriesIndirect Lighting Simulation

Simulation of light bouncing off surfaces to create realistic global illumination and photorealism.

Distinguishing note: Candidates are simple color shift simulators or GPU buffers, not path-traced indirect lighting.

Explore 13 awesome GitHub repositories matching graphics & multimedia · Indirect Lighting Simulation. Refine with filters or upvote what's useful.

Awesome Indirect Lighting Simulation GitHub Repositories

Encuentra los mejores repositorios con IA.Buscaremos los repositorios que mejor coincidan usando IA.
  • raytracing/raytracing.github.ioAvatar de RayTracing

    RayTracing/raytracing.github.io

    10,174Ver en GitHub↗

    This project is a ray tracing reference implementation and educational resource for building a Monte Carlo path tracer from scratch. It serves as a guide for physically based rendering, demonstrating how to simulate the behavior of light and materials to create realistic images. The implementation includes a spatial hierarchy accelerator to optimize intersection tests and a system for generating images in the portable pixmap format. It provides a community reference library of implementations across various programming languages and distributes complete source code archives for study. The pr

    Simulates indirect lighting using a general-purpose path tracing capability to produce photorealistic images.

    HTMLbookgraphics-renderingmarkdeep
    Ver en GitHub↗10,174
  • godotengine/godot-demo-projectsAvatar de godotengine

    godotengine/godot-demo-projects

    8,250Ver en GitHub↗

    This repository is a comprehensive collection of functional 2D and 3D demo projects and implementation samples for the Godot Game Engine. It serves as an interactive tutorial and reference library, providing a working codebase to demonstrate how to apply engine features in real-world scenarios. The collection focuses on practical implementation guides, covering a wide array of technical capabilities from basic engine fundamentals to advanced rendering and scripting techniques. It allows users to study the application of node-based composition, asset pipelines, and game logic through direct ex

    Calculates and stores bounced light into textures to provide high-quality global illumination with minimal runtime cost.

    GDScript
    Ver en GitHub↗8,250
  • microsoft/directx-graphics-samplesAvatar de Microsoft

    Microsoft/DirectX-Graphics-Samples

    6,762Ver en GitHub↗

    This project is a collection of reference implementations and technical guides for building high-performance 3D applications and graphics experiments on Windows. It provides a library of samples covering the implementation of GPU compute frameworks, raytracing reference models, and shader optimization techniques. The repository includes specific demonstrations for modeling physical light behavior to create reflections and lighting effects, as well as tools for analyzing memory dumps and tracking real-time execution metrics on graphics hardware. It further provides guidance on managing shader

    Simulates physical light behavior and indirect lighting to produce high-fidelity reflections and photorealism.

    C++
    Ver en GitHub↗6,762
  • embarkstudios/kajiyaAvatar de EmbarkStudios

    EmbarkStudios/kajiya

    5,334Ver en GitHub↗

    Kajiya es un motor de renderizado basado en física y renderizador de iluminación global en tiempo real. Utiliza un path tracer acelerado por GPU para simular propiedades de materiales del mundo real, como la rugosidad y el metalizado, para lograr resultados visuales fotorrealistas. El motor incorpora un escalador de superresolución temporal para aumentar la resolución final del renderizado reconstruyendo imágenes a partir de fotogramas internos de menor resolución. También genera imágenes de referencia de alta fidelidad mediante path-tracing para verificar la precisión visual de las salidas de iluminación en tiempo real. El sistema cubre la visualización de escenas 3D y la gestión de activos, incluyendo la importación de mallas y configuraciones de escena. Además, admite iluminación basada en imágenes utilizando imágenes de alto rango dinámico (HDR) para proporcionar una iluminación ambiental realista.

    Simulates realistic indirect lighting and light bounces in dynamic scenes using ray-tracing and compute shaders.

    Rust
    Ver en GitHub↗5,334
  • orillusion/orillusionAvatar de Orillusion

    Orillusion/orillusion

    5,188Ver en GitHub↗

    Orillusion es un motor de renderizado 3D WebGPU diseñado para escenas de alta fidelidad y efectos visuales en el navegador. Funciona como un framework de computación GPU para operaciones matemáticas paralelas y una tubería de gráficos de renderizado basado en física para materiales y superficies realistas. El sistema también incluye un kit de herramientas de animación 3D basado en web para conducir animaciones esqueléticas e interpolar posiciones de vértices. El motor se distingue por su uso de un sistema de componentes de entidad para la lógica de escena y un sistema de generación de shaders basado en macros que crea múltiples variantes de shader. Optimiza el rendimiento mediante la gestión de búferes mapeados en memoria para reducir la sobrecarga de intercambio de datos entre la CPU y la GPU. El proyecto cubre una amplia gama de capacidades gráficas, incluyendo renderizado forward agrupado, iluminación global basada en sondas y una tubería de post-procesamiento con efectos como rayos de luz volumétricos y profundidad de campo. Además, integra física acelerada por GPU para partículas y fluidos, detección de colisiones e interfaces de usuario aceleradas por hardware.

    Simulates indirect lighting and irradiance within volumes using a system of light probes and compute shaders.

    TypeScript3dgraphicshtml5
    Ver en GitHub↗5,188
  • mmp/pbrt-v3Avatar de mmp

    mmp/pbrt-v3

    5,071Ver en GitHub↗

    Este proyecto es un sistema de renderizado basado en física y un motor de trazado de rayos diseñado para generar imágenes fotorrealistas. Opera como un sistema de renderizado espectral que registra la radiancia a través de cubetas de longitud de onda discretizadas y funciona como un trazador de caminos volumétrico para calcular la dispersión y absorción de luz dentro de medios participantes. El motor utiliza aceleración por GPU para ejecutar su tubería de renderizado en hardware gráfico paralelo. Integra datos ópticos del mundo real, como distribuciones de potencia espectral medidas y archivos de descripción de lentes, para simular el comportamiento de sistemas de cámaras físicos e iluminantes. El sistema cubre una amplia gama de capacidades de renderizado, incluyendo simulación compleja de transporte de luz mediante trazado de caminos bidireccional y mapeo de fotones. Admite el manejo de geometría de alta complejidad, dispersión de materiales avanzada utilizando funciones de distribución de dispersión bidireccional y la generación de datos G-buffer para exportación de alto rango dinámico. El software proporciona un modelo de extensibilidad de componentes basado en interfaces que permite la integración de formas, cámaras y materiales personalizados.

    Computes radiance and indirect illumination using advanced algorithms like path tracing and photon mapping.

    C++
    Ver en GitHub↗5,071
  • gfxfundamentals/webgl-fundamentalsAvatar de gfxfundamentals

    gfxfundamentals/webgl-fundamentals

    5,004Ver en GitHub↗

    webgl-fundamentals es un recurso educativo completo y tutorial de gráficos para aprender renderizado 2D y 3D acelerado por hardware utilizando la API WebGL. Sirve como un plan de estudios estructurado de gráficos 3D y referencia de programación de GPU, guiando a los usuarios a través del pipeline de gráficos desde la geometría básica hasta técnicas de renderizado avanzadas. El proyecto proporciona guías detalladas sobre el desarrollo de shaders GLSL, incluyendo la creación de shaders de vértices y fragmentos. Se centra específicamente en la implementación de modelos de iluminación en tiempo real —como iluminación direccional, puntual y de foco— y la aplicación de flujos de trabajo de shadow mapping y texture mapping. El recurso cubre una amplia superficie de capacidades de gráficos por computadora, incluyendo matemáticas espaciales 3D, implementación de sistemas de cámara para vistas en perspectiva y ortográficas, y el uso de transformaciones de matrices. También incluye instrucciones para realizar computación de propósito general en GPU (GPGPU) y optimizar el rendimiento del renderizado mediante vértices indexados.

    Implements real-time shaders for directional, point, and spot lighting to create visual depth.

    HTML3d3d-mathglsl
    Ver en GitHub↗5,004
  • armory3d/armortoolsAvatar de armory3d

    armory3d/armortools

    3,933Ver en GitHub↗

    Armortools is a 3D PBR texture painting suite and mesh texture workflow tool. It provides a system for painting physically based rendering materials directly onto 3D meshes using a combination of layer and mask support, a GPU-accelerated texture baker for extracting geometry data from high-polygon models, and a node-based material editor for creating procedural textures. The software features integrated neural network tools for AI texture authoring, allowing the generation of PBR maps from text prompts, image-based material extraction, and texture upscaling via local nodes. It also implements

    Bakes ambient occlusion, curvature, normals, and thickness maps directly from mesh geometry.

    C3darmorpaintpainting
    Ver en GitHub↗3,933
  • mitsuba-renderer/mitsuba3Avatar de mitsuba-renderer

    mitsuba-renderer/mitsuba3

    2,698Ver en GitHub↗

    Mitsuba 3 is a high-performance physically based rendering framework that operates as a CPU and GPU render engine. It functions as a spectral rendering system and a differentiable path tracer, simulating the transport of light as spectral or polarized data through materials and geometry. The system is distinguished by its differentiable rendering pipeline, which calculates derivatives of images relative to input parameters to enable inverse rendering and optimization. It utilizes a just-in-time compilation layer to transform rendering logic into optimized kernels for hardware-agnostic executi

    Models light as spectral data rather than simple colors to accurately capture polarization and physical light properties.

    C++
    Ver en GitHub↗2,698
  • erichlof/three.js-pathtracing-rendererAvatar de erichlof

    erichlof/THREE.js-PathTracing-Renderer

    2,216Ver en GitHub↗

    This project is a browser-based, physically based path-tracing renderer built on WebGL and integrated with Three.js. It functions as a real-time global illumination engine, calculating light bouncing, soft shadows, reflections, refractions, and color bleeding interactively within web environments. The rendering system incorporates progressive multi-pass accumulation to refine noisy images iteratively over multiple frames, alongside GPU-accelerated spatial acceleration structures and bounding volume hierarchies to handle complex geometry. It supports diverse material types such as refractive

    Simulates realistic light bouncing between surfaces in real time to produce accurate shadows, color bleeding, and ambient occlusion.

    GLSLglobal-illuminationpathpath-tracer
    Ver en GitHub↗2,216
  • mitsuba-renderer/mitsuba2Avatar de mitsuba-renderer

    mitsuba-renderer/mitsuba2

    2,069Ver en GitHub↗

    Mitsuba 2 is a physically based ray tracing engine and differentiable rendering framework designed to simulate realistic light transport and compute exact gradients of the rendering process with respect to scene parameters. The software functions as an optical simulation tool that models complex phenomena using monochromatic, RGB, or spectral color representations alongside optional polarization effects. The system incorporates an automatic differentiation engine that records mathematical operations during the rendering pass to solve inverse problems and optimize designs. A plugin-based scen

    Calculates realistic light behavior in 3D scenes using forward and inverse rendering techniques.

    C++
    Ver en GitHub↗2,069
  • pov-ray/povrayAvatar de POV-Ray

    POV-Ray/povray

    1,502Ver en GitHub↗

    POV-Ray is a ray tracing rendering engine that transforms text-based scene descriptions into photorealistic three-dimensional images and animations. It parses plain-text files containing scene geometry, lighting, textures, and camera definitions into an internal computational data structure, then calculates precise mathematical ray-scene intersections against geometric primitives and triangle meshes. The engine incorporates advanced lighting and geometry capabilities, including bounding hierarchy optimization to skip collision checks against distant geometry, and constructive solid geometry f

    Traces photons from light sources to accurately render caustics, reflections, and light refraction.

    C++3d-graphics3d-renderingpov-ray
    Ver en GitHub↗1,502
  • mitsuba-renderer/mitsubaAvatar de mitsuba-renderer

    mitsuba-renderer/mitsuba

    1,108Ver en GitHub↗

    Mitsuba is a physically based rendering engine that calculates realistic light interactions to produce accurate synthetic images using both biased and unbiased numerical integration techniques. It is designed for computer graphics research and supports interactive three-dimensional scene inspection through a graphical interface that provides progressive real-time previewing, refining images iteratively when movement stops. The system features a plugin-based architecture that dynamically loads modular components at runtime to incorporate custom materials, light sources, and complete rendering

    Simulates complex light interactions through geometry and volumes using biased and unbiased numerical integration techniques.

    C++
    Ver en GitHub↗1,108
  1. Home
  2. Graphics & Multimedia
  3. Indirect Lighting Simulation

Explorar subetiquetas

  • Light ProbesSystems for capturing and applying baked indirect lighting to dynamic objects using sample points in space. **Distinct from Indirect Lighting Simulation:** Specifically addresses the use of probes for moving objects, distinct from general static indirect lighting simulation
  • Light Transport Simulations1 sub-etiquetaSimulations of the physical transport of light, including both forward and inverse rendering through volumes and geometry. **Distinct from Indirect Lighting Simulation:** Encompasses the entire transport process, including forward and inverse rendering, rather than just indirect light bouncing.
  • Lighting Proxy OptimizationsReplacing complex light simulations with simplified visual approximations like additive blending sprites. **Distinct from Light Probes:** Distinct from Light Probes as it uses 2D sprites as proxies for light rather than sample points for indirect light.
  • Lightmap Baking2 sub-etiquetasThe process of pre-calculating bounced light and storing it in textures to optimize runtime global illumination. **Distinct from Indirect Lighting Simulation:** Focuses on the offline storage of lighting data into textures rather than the real-time simulation of light bounce
  • Mesh Geometry BakingExtracting geometric properties like ambient occlusion, curvature, and thickness into 2D texture maps. **Distinct from Lightmap Baking:** Distinct from lightmap baking as it extracts intrinsic mesh properties (normals, curvature) rather than simulated light bounces.
  • Screen-Space Indirect LightingAdds secondary lighting and emissive detail based on the currently visible pixels of the frame. **Distinct from Indirect Lighting Simulation:** Specifically uses screen-space pixel data for indirect light, whereas Indirect Lighting Simulation is a general term for light bouncing.
  • Spectral Data ModelingModeling light transport using spectral data and polarization to capture complex physical light properties. **Distinct from Indirect Lighting Simulation:** Moves beyond simple indirect lighting simulation to model light as full spectral and polarized distributions.