Highlights
- Pro
Stars
Original reference implementation of "3D Gaussian Splatting for Real-Time Radiance Field Rendering"
Graph convolutional networks for mesh segmentation on human and object models.
A 3d gaussian splatting renderer in C++ and OpenGL
some materials about mesh processing, including papers, videos, codes, and so on. Updating every day!
PointNet: Deep Learning on Point Sets for 3D Classification and Segmentation
Demonstrates seven different techniques for order-independent transparency in Vulkan.
Implementation of Peter Shirley's Ray Tracing In One Weekend book using Vulkan and NVIDIA's RTX extension.
Ray tracing examples and tutorials using VK_KHR_ray_tracing
C++ examples for the Vulkan graphics API
A bunch of custom passes made for HDRP
Curated list of papers and resources focused on 3D Gaussian Splatting, intended to keep pace with the anticipated surge of research in the coming months.
A demo for order independent transparency using pixel synchronization (GL_ARB_fragment_shader_interlock)
Order-independent Transparency Implementation in Unity with Per-Pixel Linked Lists
Code accompanying the blog post on bvh construction.
💡 Experimental real-time global illumination renderer 🦀
A game engine with an emphasis on real-time cutting-edge solutions
This is the code for "Unity AI" by Siraj Raval on Youtube
A resource repository for 3D machine learning
stb single-file public domain libraries for C/C++
A tool for visualizing and communicating the errors in rendered images.
Code release for NeRF (Neural Radiance Fields)
Dear ImGui: Bloat-free Graphical User interface for C++ with minimal dependencies