kirillasyamov / phisically-based-rendering

An attempt to become good at GPU computing and PBR shading by researching existing rendering realizations and creating something of mine

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The implementation of the ray tracing backward method made it possible to simulate various optical effects: global illumination, the Fresnel effect, complex shadows, secondary reflections, refraction, caustics, and depth of field.

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An attempt to become good at GPU computing and PBR shading by researching existing rendering realizations and creating something of mine


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