#计算机科学#Instant neural graphics primitives: lightning fast NeRF and more
翻译 - 即时神经图形基元:闪电般快速的 NeRF 等
#博客#⚓ 我的游戏程序员生涯的读书笔记合辑。你可以把它看作一个加强版的Blog。涉及图形学、实时渲染、编程实践、GPU编程、设计模式、软件工程等内容。Keep Reading , Keep Writing , Keep Coding.
Real-Time Rendering 4th (RTR4) 参考文献合集典藏 | Collection of <Real-Time Rendering 4th (RTR4)> Bibliography / Reference
#博客#📘 电子书 -《Real-Time Rendering 3rd》提炼总结 | 全书共9万7千余字。你可以把它看做中文通俗版的《Real-Time Rendering 3rd》,也可以把它看做《Real-Time Rendering 3rd》的解读版与配套学习伴侣,或者《Real-Time Rendering 4th》的前置阅读材料。
MaterialX is an open standard for the exchange of rich material and look-development content across applications and renderers.
翻译 - MaterialX 是一种开放标准,用于在应用程序和渲染器之间交换丰富的材料和外观开发内容。
⚡️基于物理的渲染(PBR)白皮书 | White Paper of Physically Based Rendering(PBR)
A tiny software renderer implemented from scratch without the use of graphics API, used to understand how GPUs work.
#计算机科学#Pure PyTorch Implementation of NVIDIA paper on Instant Training of Neural Graphics primitives: https://nvlabs.github.io/instant-ngp/
A Vulkan sample that demonstrates a Rasterization and Ray Tracing Hybrid Rendering Pipeline.
#编辑器#Realtime 3D Game-Engine with a focus on space sim. Written in C++ 14
#计算机科学#Implementations of NeRF variants based on Taichi + PyTorch
#计算机科学#An unofficial implementation of paper 3D Gaussian Splatting for Real-Time Radiance Field Rendering by taichi lang.
Specification and reference implementation for the OpenPBR Surface shading model
A guide covering Augmented Reality (AR), Virtual Reality (VR), Mixed Reality(MR), and Extended Reality(XR). Including headsets such as Apple Vision Pro, HoloLens, PlayStation VR, and Quest 3.
A database of physically based values for CG artists.
Implementation for 3d gaussian splatting
Afterburner for Vulkan development; Auto-Vk is a modern C++ low-level convenience and productivity layer atop Vulkan-Hpp.
QuiltiX is a graphical node editor to edit, and author MaterialX based materials of 3D assets
⚪ Experimental ✨ 2D Raytracing for Unity Urp
The official implementation of "Human101: Training 100+FPS Human Gaussians in 100s from 1 View".