13 个仓库
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.
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.
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.
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.
Kajiya 是一个基于物理的渲染引擎和实时全局光照渲染器。它利用 GPU 加速的路径追踪器来模拟现实世界的材质属性(如粗糙度和金属感),以实现照片级的视觉效果。 该引擎集成了时间超分辨率(Temporal Super-Resolution)上采样器,通过从低分辨率内部帧重建图像来提高最终渲染分辨率。它还通过路径追踪生成高保真参考图像,以验证实时光照输出的视觉准确性。 该系统涵盖了 3D 场景可视化和资产管理,包括网格和场景配置的导入。它还支持使用高动态范围(HDR)图像进行基于图像的光照,以提供逼真的环境光照效果。
Simulates realistic indirect lighting and light bounces in dynamic scenes using ray-tracing and compute shaders.
Orillusion 是一个 WebGPU 3D 渲染引擎,专为浏览器中的高保真场景和视觉效果而设计。它作为一个用于并行数学运算的 GPU 计算框架,以及一个用于逼真材质和表面的基于物理的渲染(PBR)图形流水线。该系统还包括一个基于 Web 的 3D 动画工具包,用于驱动骨骼动画和插值顶点位置。 该引擎的独特之处在于使用实体组件系统(ECS)进行场景逻辑,以及一个创建多个着色器变体的基于宏的着色器生成系统。它通过内存映射缓冲区管理来优化性能,以减少 CPU 和 GPU 之间的数据交换开销。 该项目涵盖了广泛的图形功能,包括集群前向渲染、基于探针的全局光照,以及带有体积光和景深等效果的后处理流水线。它进一步集成了用于粒子和流体的 GPU 加速物理、碰撞检测以及硬件加速的用户界面。
Simulates indirect lighting and irradiance within volumes using a system of light probes and compute shaders.
本项目是一个基于物理的渲染系统和光线追踪引擎,旨在生成照片级真实感图像。它作为一个光谱渲染系统,记录离散波长桶中的辐射,并作为体积路径追踪器来计算参与介质内的光散射和吸收。 该引擎利用 GPU 加速在并行图形硬件上执行其渲染流水线。它集成了现实世界的光学数据,如测量的光谱功率分布和镜头描述文件,以模拟物理相机系统和光源的行为。 该系统涵盖了广泛的渲染能力,包括通过双向路径追踪和光子映射进行的复杂光传输模拟。它支持高复杂度几何处理、使用双向散射分布函数(BSDF)的高级材质散射,以及用于高动态范围导出的 G-buffer 数据生成。 该软件提供了一个基于接口的组件扩展模型,允许集成自定义形状、相机和材质。
Computes radiance and indirect illumination using advanced algorithms like path tracing and photon mapping.
webgl-fundamentals 是一个全面的教育资源和图形教程,用于学习使用 WebGL API 进行硬件加速的 2D 和 3D 渲染。它作为一个结构化的 3D 图形课程和 GPU 编程参考,引导用户从基础几何体到高级渲染技术,完整了解图形流水线。 该项目提供了关于 GLSL 着色器开发的详细指南,包括顶点着色器和片段着色器的创建。它特别专注于实时光照模型的实现(如方向光、点光源和聚光灯),以及阴影映射和纹理映射工作流的应用。 该资源涵盖了广泛的计算机图形能力,包括 3D 空间数学、用于透视和正交视图的相机系统实现,以及矩阵变换的使用。它还包括执行通用 GPU 计算(GPGPU)以及通过索引顶点优化渲染性能的说明。
Implements real-time shaders for directional, point, and spot lighting to create visual depth.
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.
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.
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.
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.
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.
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.