Stars
A GPU-parallel Marching Cubes implementation using WebGPU
A Renderer Feature implementing Moment Based Order Independent Transparency for Unity URP
Realtime vulkan cloud rendering
instantly play remote wav streams using fetch API + WebAudio
《Real-Time Rendering 4th》 (RTR4) 中文翻译
Nabla's Tests and Examples source code
State of the art sorting and segmented sorting, including OneSweep. Implemented in CUDA, D3D12, and Unity style compute shaders. Theoretically portable to all wave/warp/subgroup sizes.
Alexander Sannikov's Radiance Cascades for Unity's URP
Single-header dependency-free BVH construction and traversal library.
C++ Binary Serialization Made Easy: Header-only, configurable endianness, cross-platform, no IDL, no exceptions, and no macros
Code of CWF: Consolidating Weak Features in High-quality Mesh Simplification, ACM Transactions on Graphics, SIGGRAPH 2024
An implementation of NVIDIA's paper "Efficient Incoherent Ray Traversal on GPUs Through Compressed Wide BVHs"
(WIP) Small game engine made for fun and educational proposes. Might do something with it later, might not.
Filament is a real-time physically based rendering engine for Android, iOS, Windows, Linux, macOS, and WebGL2
GPUOpen-Effects / pbrt-v4
Forked from mmp/pbrt-v4Source code to pbrt, the ray tracer described in the forthcoming 4th edition of the "Physically Based Rendering: From Theory to Implementation" book.
Open-source plugin with the Core module of Voxel Plugin
This sample showcases rasterizing and ray tracing displaced NVIDIA Micro-Mesh assets in Vulkan with and without the VK_NV_displacement_micromap extension.
All documents related to my master thesis
A minimal atmospheric scattering implementation for Unity
🐜 Extremely small standalone C# executables using NativeAOT
A Unity Project used for Learning GPU Driven Terrain Render