Vulkan implementations of Subsurface Scattering and Ambient Occlusion
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Updated
Jun 4, 2017 - C++
Vulkan implementations of Subsurface Scattering and Ambient Occlusion
Separable Subsurface Scattering is a technique that allows to efficiently perform subsurface scattering calculations in screen space in just two passes.
Naive screen-space subsurface scattering solution for Unity 5.
Fork of the Mitsuba renderer containing reference implementations of: (1) Adaptive Lightslice for Virtual Ray Lights, (2) the Forward Scattering Dipole model.
A screen space sub-surface scattering demo implemented with vulkan api
Procedural skin texture with subsurface scattering and god rays post-process effect.
Path tracer written in JS
Implementation of the Separable Subsurface Scattering technique from http://www.iryoku.com/separable-sss/ in C++ and Vulkan 1.0
A game engine that renders primitive objects by utilizing raymarching
A realistic & physically based human skin shader
Volumetric and implicit surfaces (SDF) pathtracer implementation built on top of Yocto/GL.
The project contents contain the code necessary to calculate tension data on inside Unity Shaders. It also contains some other tools like the nodes required to re-create the "Skin" material that you see in the showcase above. The following implementation will work with Rigged Geometry as well as BlendShapes/MorphTargets.
Powerful Path Tracing Engine For Realistic Rendering
Source code for the paper "ReSTIR Subsurface Scattering for Real-Time Path Tracing" (HPG 2024)
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