001_Reflective shadow map
002_Non-interleaved Deferred Shading of Interleaved Sample
003_Stochastic Light Culling
004_Metalights Improved Interleaved Shading
005_Interactive Order Independent Transparency
006_Wang Tiles for Image and Texture Generation
008_A Non-Photorealistic Lighting Model
009_Spherical Harmonic Lighting The Gritty Details
010_RealTimePolygonalLightShadingWithLinearlyTransformedCosines
011_An Efficient Representation for Irradiance Environment Maps
012_Real Time Concurrent Linked List Construction on the GPU
013_Fourier Opacity Optimization for Scalable Exploration
014_Approximating Dynamic Global Illumination in Image Space
015_Image Space Horizon Based Ambient Occlusion
016_Cascaded Light Propagation Volumes for Real-Time Indirect Illumination
GeometryInjectPass_FS.glsl
GeometryInjectPass_VS.glsl
IndirectLightPass_FS.glsl
IndirectLightPass_VS.glsl
017_Forward Light Cuts A Scalable Approach to RealTime Global Illumination
019_A Survey of Efficient Representations for Independent Unit Vectors
020_Real-time Approximation to Large Convolution Kernel
021_Real-time indirect illumination by virtual planar area lights
023_Efficient GPU Screen-Space Ray Tracing
024_Real-Time Global Illumination using Precomputed Light Field Probes
025_Exponential Shadow Maps
026_Moment Shadow Mapping
027_FidelityFX Super Resolution
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