coffeiersama
I have a serious case of obsessive-compulsive disorder related to computer graphics and am currently undergoing self-treatment.
Philadelphia
coffeiersama's Stars
bevyengine/bevy
A refreshingly simple data-driven game engine built in Rust
nothings/stb
stb single-file public domain libraries for C/C++
microsoft/vcpkg
C++ Library Manager for Windows, Linux, and MacOS
fmtlib/fmt
A modern formatting library
NVIDIA/open-gpu-kernel-modules
NVIDIA Linux open GPU kernel module source
NVIDIAGameWorks/PhysX
NVIDIA PhysX SDK
microsoft/DirectXShaderCompiler
This repo hosts the source for the DirectX Shader Compiler which is based on LLVM/Clang.
NVIDIA-Omniverse/PhysX
NVIDIA PhysX SDK
RenderKit/embree
Embree ray tracing kernels repository.
bitshifter/glam-rs
A simple and fast linear algebra library for games and graphics
NVIDIA/cccl
CUDA Core Compute Libraries
KhronosGroup/SPIRV-Tools
NVIDIAGameWorks/FleX
ebirenbaum/ParticleSolver
CPU and GPU implementations of a particle-based physics simulation based on Macklin et. al's "Unified Particle Physics for Real-Time Application".
liuchuo/LeetCode-Top100
LeetCode Top100 Liked Questions - 努力成为萌萌的程序媛~
vitalight/Velvet
A CUDA-accelerated cloth simulation engine based on Extended Position Based Dynamics (XPBD).
Continuous-Collision-Detection/Tight-Inclusion
A conservative continuous collision detection (CCD) method with support for minimum separation. [Wang et al. 2021]
wlgys8/PBDClothLearn
Cloth Simulation by Position Based Dynamics + Unity Job System
sueda/redmax
REDMAX: Efficient & Flexible Approach for Articulated Dynamics
phys-sim-book/solid-sim-tutorial-gpu
A curated set of C++ examples for optimization-based elastodynamic contact simulation using CUDA, emphasizing algorithmic convergence, penetration-free, and inversion-free conditions. Designed for readability and understanding, this tutorial helps beginners learn how to write simple GPU code for efficient solid simulations.
littlemine/BVH-based-Collision-Detection-Scheme
General broad-phase collision detection framework using BVH and BVTT front tracking.
Xingbaji/PNCG_IPC
The source code of our paper PNCG.
penn-graphics-research/DOT
Decomposed Optimization Time Integration (DOT) is a domain-decomposed optimization method for fast, reliable simulation of deformation dynamics. DOT efficiently converges with frame-rate time-steps across a wide range of extreme conditions.
yoharol/PBD_Taichi
PBD and XPBD in Taichi, aiming at including most type of constraints on mesh and tetrahedron.
wlgys8/XPBDUnityRust
realize XPBD with rust and render in Unity
jcornaz/bvh-arena
A bounding-volume hierarchy for in-game broad-phase collision detection
Motphys/motphys-rigidbody-unity-sdk
Motphys Rigidbody Physics SDK for Unity
sheldona/contactFrictionSim
zvxryb/broadphase-rs
A broadphase collision detection library, in Rust
hengry6th/primalAndDual