Stars
《Real-Time Rendering 4th》 (RTR4) 中文翻译
A rendering engine based on Vulkan, designed to implement various graphics algorithms.
Expressive Body Capture: 3D Hands, Face, and Body from a Single Image
SMPLpix: Neural Avatars from 3D Human Models
CVPR 2022 - Official code repository for the paper: Accurate 3D Body Shape Regression using Metric and Semantic Attributes.
[ICIMCS'2017] Official Code for 3D Human Body Reshaping with Anthropometric Modeling
An incremental game about evolving a civilization
从零编写游戏引擎教程 Writing a game engine tutorial from scratch
A sample app that demonstrates several techniques for rendering real-time shadow maps
Piccolo (formerly Pilot) – mini game engine for games104
DirectX 11 Poisson solvers using Jacobi iteration, conjugate gradient, and multi-grid method respectively.
Real-time rendering with a sparsely volumetric representation from a mesh by depth peeling OIT. For a better quality of the shadow map, directional ray-traced shadow mapping will be considered in t…
Silhouette extraction by tessellation (compared with GS).
A Vulkan sample (simply deferred shading) revised from the LunarG SDK, using my DXUT-like framework. This is an HLSL version of the Vulkan sample, which utilized my modified glslang initially (glsl…
A simple GPU-based CNN exercise sample using C++ AMP, referring to https://www.codeproject.com/Articles/24361/A-Neural-Network-on-GPU
Real-time voxelization making use of tessellation for primitive processing and extrapolations, as well as depth peeling for solid voxelization.
DirectX 11 3D smoke simulation by Eulerian grid method for solving Navier-Stokes equation and rendering by volume ray-casting, all with compute shaders
3D smoke simulation by Eulerian grid method for solving Navier-Stokes equation and rendering by volume ray-casting, all in C++ AMP
A Vulkan sample (simply deferred shading) revised from the LunarG SDK, using my DXUT-like framework.
StarsX / spvgen
Forked from GPUOpen-Drivers/spvgenLibrary to Generate SPIR-V Binary
DirectX 12 character animation and rendering. Note: currently, there is no AA deployed in this sample, because it originally worked with temporal AA in my full scene rendering; please use AA settin…
Authors' implementation of my SIGGRAPH Asia 2019 Technical Briefs (The Power of Box Filters: Real-time Approximation to Large Convolution Kernel by Box-filtered Image Pyramid) demo II. Real-time dy…
Real-time software rasterizer using compute shaders, including vertex processing stage (IA and vertex shaders), bin rasterization, tile rasterization (coarse rasterization), and pixel rasterization…
XUSGRayTracing-EZ sample on DirectX12: real-time voxelization making use of ray-tracing pipeline for easy solid voxelization.
An improved implementation of my CASA 2013 paper "Real‐time generation of smoothed‐particle hydrodynamics‐based special effects in character animation" (https://onlinelibrary.wiley.com/doi/abs/10.1…