Pinned Repositories
AddMeshPassPlugin
Adria-DX11
Graphics engine written in C++ using DirectX11
Adypt
AdamYuan's PathTracer
Atrc
My path tracer
brdf
Code sample accompanying the article "Crash Course in BRDF Implementation"
CUDA-Path-Tracer-Denoising
Interactive Path Tracing with Spatiotemporal Variance Guided Filter (SVGF)
cuda_pathtracing
D3D12_Research
Personal hobby project to experiment with various rendering techniques.
D3D12VariableRateShading
A simple D3D12 example demonstrating how to use Intel Tier 1 Variable Rate Shading
Velvet
A CUDA-accelerated cloth simulation engine based on Extended Position Based Dynamics (XPBD).
wangxunstu's Repositories
wangxunstu/Atrc
My path tracer
wangxunstu/CUDA-Path-Tracer-Denoising
Interactive Path Tracing with Spatiotemporal Variance Guided Filter (SVGF)
wangxunstu/cuda_pathtracing
wangxunstu/DirectX-Graphics-Samples
This repo contains the DirectX Graphics samples that demonstrate how to build graphics intensive applications on Windows.
wangxunstu/FastMassSpring
Interactive cloth simulator using the method described in the SIGGRAPH paper "Fast Simulation of Mass-Spring Systems" by Liu, T., Bargteil, A. W., Obrien, J. F., & Kavan, L.
wangxunstu/FidelityFX-FSR
FidelityFX Super Resolution
wangxunstu/FrameGraph
vulkan abstraction layer that represent frame as a task graph
wangxunstu/Games101
Course Homework for Games101
wangxunstu/GAMES202
用C++和DirectX 11实现的GAMES202作业
wangxunstu/GAMES202homework
主要是学习闫老师的GAMES202高质量实时渲染完成的大作业
wangxunstu/GLSL-PathTracer
A GLSL Path Tracer
wangxunstu/gpu-pathtracer
physically based path tracer on gpu
wangxunstu/GraphicAlgorithm
:octopus: :octopus:图形学论文实现
wangxunstu/LearningDirectX12
This repository is intended to be used as a code repository for learning DirectX 12.
wangxunstu/mini_renderer
wangxunstu/mitsuba2
Mitsuba 2: A Retargetable Forward and Inverse Renderer
wangxunstu/Paladin
wangxunstu/PathFinder
DirectX 12 Renderer
wangxunstu/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.
wangxunstu/pbrt-v4
Source code to pbrt, the ray tracer described in the forthcoming 4th edition of the "Physically Based Rendering: From Theory to Implementation" book.
wangxunstu/Probulator
Experimentation framework for probe-based lighting
wangxunstu/SDFGenerator
GPU 3D SDF generator using DirectX 11 compute shader
wangxunstu/SimpleFPSTemplate
Simple C++ FPS Template for Unreal Engine 4
wangxunstu/SparseVoxelOctree
A GPU SVO Builder using rasterization pipeline, a efficient SVO ray marcher and a simple SVO path tracer.
wangxunstu/Taichi
Taichi demos
wangxunstu/VCTRenderer
A real time global illumination solution that achieves glossy surfaces, diffuse reflection, specular reflection, ambient occlusion, indirect shadows, soft shadows, emissive materials and 2-bounce GI. Published here http://ieeexplore.ieee.org/abstract/document/7833375/
wangxunstu/Virtual-Engine
A DirectX 12 Practice
wangxunstu/volsample
Structured Volume Sampling - sample placement algorithm for real-time volume rendering with low aliasing, for camera-in-volume case.
wangxunstu/Volumetrics
wangxunstu/Vortex2D
Real-time fluid simulation engine running on GPU with Vulkan