There are 34 repositories under global-illumination topic.
3D engine with modern graphics
A game engine with an emphasis on real-time cutting-edge solutions
Real-time PathTracing with global illumination and progressive rendering, all on top of the Three.js WebGL framework. Click here for Live Demo: https://erichlof.github.io/THREE.js-PathTracing-Renderer/Geometry_Showcase.html
SSGI, Motion Blur, TRAA - Effects to enhance your three.js scene's realism
Voxel-based Global Illumination using Unity Scriptable Render Pipeline
A High Performance Compute Shader Based Mesh Pathtracer in Unity3d without RT Cores
Realtime 3D rendering engine
Robust real-time rendering engine on DX11, DX12 with many advanced graphical features for quick prototyping
[UNMAINTAINED] Real-time path tracing on the web with three.js
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/
The Ultimate Solution for Cinematic Toon Rendering in UE5
3D game engine written in C++. Includes features like PBR, realtime global illumination, and more
Rendergraph-based DirectX 12 graphics engine
Global illumination with Voxel Cone Tracing in fully dynamic scenes using a 3D clipmap to support huge areas around the camera while maintaining a low memory footprint.
Physically based renderer with Path Tracing and Photon Mapping.
A path tracer in 300 lines of C++
My toy engine, mainly for rendering experiment and prototyping.
A program with an implemented Monte Carlo Ray Tracer algorithm for global illumination of a virtual 3D scene.
DirectX 11 graphics engine
Open Source Ray Tracing Library
Real-Time Global Illumination using Precomputed Light Field Probes
Unity component for the implementation of the Eurographics 2021 Poster: Illumination-driven Light Probe Placement.
Experimental Physically Based Renderer
A collection of gradient-domain light transport algorithms implemented with Mitsuba
DDGI Minecraft is based on the 2019 SIGGRAPH paper, Dynamic Diffuse Global Illumination with Ray-Traced Irradiance Fields (2019), where we aimed to approximate indirect lighting and global illumination in Minecraft-inspired scenes using Vulkan to test the algorithm's efficacy in real-time.
Converting vertex meshes to voxel data and visualizing using VCT
Simple DirectX 12 toy framework for testing Global Illumination: Reflective Shadow Mapping, Light Propagation Volume, Voxel Cone Tracing, DXR