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 "Efficiency-Aware Russian Roulette and Splitting" (SIGGRAPH 2022)
Gradient-domain Volumetric Photon Density Estimation, SIGGRAPH 2018
Implementation of the paper "Variance-Aware Path Guiding" (SIGGRAPH 2020)
Code for "Non-line-of-sight transient rendering" in Mitsuba 3 - Full implementation of transient path tracing - pip install mitransient
Efficient 3D reconstruction and relighting of complex scenes with global illumination effects using Neural Radiance Transfer Fields
Implementation of "Focal Path Guiding for Light Transport Simulation" (SIGGRAPH 2023)
Implementation Tutorial for Neural Radiosity [Hadadan et al. 2021] in Mitsuba 3
Source code for "Gradient-domain Photon Density Estimation", Eurographics 2017
Various resources for Mitsuba 3
Blender exporter with interoperability with Mitsuba 0.6. It supports cool things like materials, motion blur and media.
A tiny C++11 parser for scene files similar to the ones defined by the Mitsuba renderer.
Differentiable Rendering Optimization using image masks.
The mitsuba renderer code for paper: Neural Complex Luminaire: Representation and Rendering
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