C++ Pbr

Open-source C++ projects categorized as Pbr

Top 20 C++ Pbr Projects

  • filament

    Filament is a real-time physically based rendering engine for Android, iOS, Windows, Linux, macOS, and WebGL2

  • Project mention: Filament – A Language for Fearless Hardware Design | news.ycombinator.com | 2024-03-04

    Also: Filament is a real-time physically-based renderer written in C++. It is mobile-first, but also multi-platform.

    https://google.github.io/filament/

  • WickedEngine

    3D engine with modern graphics

  • Project mention: List of Unity alternatives | /r/gamedev | 2023-09-19
  • InfluxDB

    Power Real-Time Data Analytics at Scale. Get real-time insights from all types of time series data with InfluxDB. Ingest, query, and analyze billions of data points in real-time with unbounded cardinality.

    InfluxDB logo
  • RBDOOM-3-BFG

    Doom 3 BFG Edition source port with updated DX12 / Vulkan renderer and modern game engine features

  • Project mention: 1+ Years of Unemployment Lately, What To Do Next? | /r/cscareerquestions | 2023-12-07
  • SoftGLRender

    Tiny C++ Software Renderer / Rasterizer, and implements OpenGL and Vulkan renderers for comparison

  • Vulkan-glTF-PBR

    Physical based rendering with Vulkan using glTF 2.0 models

  • StratusGFX

    Realtime 3D rendering engine

  • Project mention: Show HN: Realtime Global Illumination on Older Hardware [video] | news.ycombinator.com | 2023-07-24

    Hi everyone,

    A few months ago I posted here on HN about my open source 3D rendering engine. Since then I've been working on the new version which implements additional modern graphics techniques while still running on older GTX 10 series hardware.

    This includes emission mapping, FXAA+TAA, better mesh LOD generation and selection, but the biggest one was an overhaul of the global illumination system.

    The global illumination overhaul was the biggest aspect of the new release. The goal was better visuals than the previous version while maintaining equal performance. I wanted to outline how it works and what I had to do to make it work.

    = How It Works =

    * Direct lighting: Handled using standard rasterization pipeline with cascaded shadow mapping

    * 2nd bounce of light: Approximated by a set of virtual point lights

    * 3rd bounce of light: Not directly simulated but shadows are tapered to prevent harsh cutoff. VPLs can also be placed in open spaces to help spread light where it wouldn't be able to go without a true 3rd bounce.

    * Adaptive sampling: maximum of 4200 virtual lights per frame are selected. Each pixel computes lighting using between 1 and 10 random samples based on object's distance to camera and whether or not the lighting history was recently discarded for that pixel (recently discarded = temporarily sample more heavily).

    * Spatial resampling: each pixel can look at a few of its neighbors each frame. If the neighbor is a good fit it will merge that neighbor's samples into its own to increase the effective sample count.

    * Denoise and temporal accumulation: 2 level wavelet denoiser combined with temporal accumulation to get rid of most noise and stabilize the image even when in motion.

    = Maintaining Performance =

    There are a few key ways that this version is able to both look better yet have the same performance as the previous version on the same hardware.

    1) Reuse as much data as possible between frames. This is where the temporal accumulation aspect comes into play.

    2) VPLs are updated slowly over many frames to prevent any single frame from halting the system.

    3) With thousands of VPLs per frame, they can't all be factored in for each pixel. It's too much work. The approach was to instead sample from the set of VPLs randomly, reuse as much data spatially as possible, denoise the result and temporally accumulate 1 second worth of frames.

    I'm very happy with the results! Roughly the same performance as the previous version but better visuals.

    GitHub (open sourced under the MPL-2.0 license): https://github.com/KTStephano/StratusGFX

    Image Showreel: https://ktstephano.github.io/portfolio

    High-Level Tech Breakdown: https://ktstephano.github.io/rendering/stratusgfx/frame_anal...

  • harfang3d

    HARFANG 3D source code public repository

  • Project mention: 3D Engine in Python: New update on Harfang 3D | /r/Python | 2023-08-23

    👉 Last release - Github

  • WorkOS

    The modern identity platform for B2B SaaS. The APIs are flexible and easy-to-use, supporting authentication, user identity, and complex enterprise features like SSO and SCIM provisioning.

    WorkOS logo
  • Yave

    Yet Another Vulkan Engine

  • Project mention: Abstraction arround CommandBuffers and Queues | /r/vulkan | 2023-12-11

    Yes

  • Cluster

    Clustered shading implementation with bgfx (by pezcode)

  • RayTracing

    Realtime GPU Path tracer based on OpenCL and OpenGL (by AlexanderVeselov)

  • Daemon

    The Dæmon game engine. With some bits of ioq3 and XreaL. (by DaemonEngine)

  • limitless-engine

    OpenGL C++ Graphics Engine

  • source-pbr

    Source Engine Physically Based Rendering implementation

  • quarkGL

    A subatomic OpenGL graphics library.

  • vulkan-renderer

    Game engine written with C++ and Vulkan.

  • CubiCAD

    A fast and modern vulkan based rendering engine

  • muon

    A subatomic path tracer. (by voithos)

  • Physically-based-deferred-shading

    First attempt at writing a good looking 3D renderer. Written in C++ using OpenGL on Ubuntu.

  • Project mention: What was the highlight of your education as a CS major? | /r/csMajors | 2023-06-23

    Link with some videos/gifs since OP asked: https://github.com/jonaskris/Physically-based-deferred-shading

  • Hemlock-Renderer-Opengl-3D-PBR-Renderer

    Opengl based 3D real time PBR render engine.

  • Project mention: OpenGL Based PBR render engine | /r/opengl | 2023-12-05

    Hello there , I developed this opengl based pbr render engine to learn more about graphics programming. I’d be happy to hear any advice on the process. The model was also modelled by me using Blender and Substance Painter . Here is the github repository for the project: https://github.com/KaganBaldiran/Hemlock-Renderer-Opengl-3D-PBR-Renderer

  • Cinder

    Cross-platform, modular, extendable ray-tracer. (by SparkyPotato)

  • SaaSHub

    SaaSHub - Software Alternatives and Reviews. SaaSHub helps you find the best software and product alternatives

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NOTE: The open source projects on this list are ordered by number of github stars. The number of mentions indicates repo mentiontions in the last 12 Months or since we started tracking (Dec 2020).

C++ Pbr related posts

Index

What are some of the best open-source Pbr projects in C++? This list will help you:

Project Stars
1 filament 17,083
2 WickedEngine 5,332
3 RBDOOM-3-BFG 1,356
4 SoftGLRender 914
5 Vulkan-glTF-PBR 867
6 StratusGFX 598
7 harfang3d 469
8 Yave 462
9 Cluster 395
10 RayTracing 297
11 Daemon 291
12 limitless-engine 233
13 source-pbr 116
14 quarkGL 73
15 vulkan-renderer 19
16 CubiCAD 16
17 muon 16
18 Physically-based-deferred-shading 11
19 Hemlock-Renderer-Opengl-3D-PBR-Renderer 7
20 Cinder 6

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