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Updated
Oct 16, 2021
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Instant neural graphics primitives: lightning fast NeRF and more
Real-Time Rendering 4th (RTR4) 参考文献合集典藏 | Collection of <Real-Time Rendering 4th (RTR4)> Bibliography / Reference
MaterialX is an open standard for the exchange of rich material and look-development content across applications and renderers.
Realtime 3D Game-Engine with a focus on space sim. Written in C++ 14
A Vulkan sample that demonstrates a Rasterization and Ray Tracing Hybrid Rendering Pipeline.
Pure PyTorch Implementation of NVIDIA paper on Instant Training of Neural Graphics primitives: https://nvlabs.github.io/instant-ngp/
MaterialX C++ and Python libraries
A collection of various Sky Model implementations in OpenGL suitable for real-time rendering.
Real-Time Spherical Microphone Renderer for binaural reproduction in Python
Implementation of "Dynamic Diffuse Global Illumination with Ray-Traced Irradiance Fields"
RT-RSM is a real-time Global Illumination technique using GPU ray tracing
A voxel cone traced realtime Global Illumination rendering engine in dx12, wip
Partially open source: real-time scene rendering using XUSG based on DirectX 12. 纯粹秀秀demo……ただ、デモを見せるため……
A tool to precompute atmospheric scattering tables for real-time dynamic atmosphere rendering.
Ray Marching learning project using compute shaders in Unity (continued in ShaderToy)
OpenGL rendering engine for terrain simulation
An experimental real-time render engine
Interactive visualisations of analytic solutions to the schroedinger equation (Simple quantum systems) for educational use.
Large Scene Rendering Viewer
Real-time private notifications that allows logged users to receive transfer notifications, amount update and unread notifications updates in real-time.
Accompanying source code to "Fast Multi-View Rendering for Real-Time Applications" (EGPGV 2020 Paper)
A low-dimensional linear algebra library for real-time computer graphics.
Cross-Platform Real-Time Physically-Based Rendering for C++! glTF-friendly!
The final paper produced during my master thesis Forward and Deferred Hashed Shading. It discusses the designed algorithm, as well as the performance compared to Tiled and Clustered Shading.
Odin is a path tracer that is written using the Vulkan API and compute shaders
One of a series of long-running audiovisual installation works created in Unity.
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When using
image_view_t::as_storage_imageor similar (intended to be temporary) objects of the pattern "as_something", the following situation can occur:An
image_view_as_storage_imagestores thevk::ImageViewhandle internally, and its lifetime might extend the lifetime of theimage_viewit has stored the handle from. That's not good. Optimally, the framework would prevent such us