GPU Raytracer from scratch in C++/CUDA
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Updated
Jul 21, 2022 - C++
GPU Raytracer from scratch in C++/CUDA
Visualizes meshes, pointclouds and video flythroughs in publication quality
A collection of gradient-domain light transport algorithms implemented with Mitsuba
Implementation of the paper "Variance-Aware Path Guiding" (SIGGRAPH 2020)
Gradient-domain Volumetric Photon Density Estimation, SIGGRAPH 2018
Implementation of "Focal Path Guiding for Light Transport Simulation" (SIGGRAPH 2023)
Source code for "Gradient-domain Photon Density Estimation", Eurographics 2017
Implementation of "Efficiency-Aware Russian Roulette and Splitting" (SIGGRAPH 2022)
Efficient 3D reconstruction and relighting of complex scenes with global illumination effects using Neural Radiance Transfer Fields
Code for "Non-line-of-sight transient rendering" in Mitsuba 3 - Full implementation of transient path tracing - pip install mitransient
Plugin for the physically based renderer Mitsuba
Implementation Tutorial for Neural Radiosity [Hadadan et al. 2021] in Mitsuba 3
Blender exporter with interoperability with Mitsuba 0.6. It supports cool things like materials, motion blur and media.
The mitsuba renderer code for paper: Neural Complex Luminaire: Representation and Rendering
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