Pinned Repositories
adriandebarro
Config files for my GitHub profile.
adriandebarro.github.io
BakingLab
A D3D11 application for experimenting with Spherical Gaussian lightmaps
bifrost
A stream processing framework for high-throughput applications.
ChurchX
A Computer Graphics Course Project for rendering a real-life church scene based on progressive photon mapping with scatter participating medium
codeplay_samples
Code samples for Code Play
CovarianceTracing
Headers, tests, and examples for Covariance Tracing
cps3227
cuda-examples
Automatically exported from code.google.com/p/cuda-examples
gm_adventures
adriandebarro's Repositories
adriandebarro/gm_adventures
adriandebarro/adriandebarro
Config files for my GitHub profile.
adriandebarro/adriandebarro.github.io
adriandebarro/BakingLab
A D3D11 application for experimenting with Spherical Gaussian lightmaps
adriandebarro/bifrost
A stream processing framework for high-throughput applications.
adriandebarro/CovarianceTracing
Headers, tests, and examples for Covariance Tracing
adriandebarro/cps3227
adriandebarro/CUDA-Fluid-Simulation
A simple Fluid Simulation with CUDA based on the FluidGL sample from Nvidia.
adriandebarro/dxr_getting_started
adriandebarro/DxrTutorials
adriandebarro/Easy3D
A lightweight, easy-to-use, and efficient C++ library for processing and rendering 3D data
adriandebarro/fiatlux.github.io
adriandebarro/gradient-mts
A collection of gradient-domain light transport algorithms implemented with Mitsuba
adriandebarro/jetlag_appear
appear by jetlag 4k intro sources
adriandebarro/MSAAFilter
MSAA and Temporal AA Sample
adriandebarro/opencl
OpenCl Fiddles
adriandebarro/papers-we-love
Papers from the computer science community to read and discuss.
adriandebarro/pbrt-v3
Source code for pbrt, the renderer described in the third edition of "Physically Based Rendering: From Theory To Implementation", by Matt Pharr, Wenzel Jakob, and Greg Humphreys.
adriandebarro/photon_mapping
minimal but extensible header only implementation of photon mapping in C++
adriandebarro/PhySG
Code for PhySG: Inverse Rendering with Spherical Gaussians for Physics-based Relighting and Material Editing
adriandebarro/ppmapa
Header only implementation of Progressive Photon Mapping: A Probabilistic Approach(PPMAPA) in C++.
adriandebarro/project-based-learning
Curated list of project-based tutorials
adriandebarro/reading
A list of computer-science readings I recommend
adriandebarro/Selas_Adrian
Offline renderer used for my blog posts
adriandebarro/Self-Driving-Car-Engineer-Nanodegree-Program
adriandebarro/SphericalGaussianOptimization
adriandebarro/stameska
yet another demotool of mine
adriandebarro/volppm
Volumetric progressive photon mapping written in C++.
adriandebarro/volpt
Volumetric path tracer written in C++
adriandebarro/VSGL
Fast Indirect Illumination Using Two Virtual Spherical Gaussian Lights