Pinned Repositories
ab-glyph
Rust API for loading, scaling, positioning and rasterizing OpenType font glyphs
akari_render
High Performance CPU/GPU Physically Based Renderer
AMDVLK
AMD Open Source Driver For Vulkan
Area-ReSTIR
Source Code (Direct Lighting Part) for SIGGRAPH 2024 Paper "Area ReSTIR: Resampling for Real-Time Defocus and Antialiasing"
AtmosphereRenderer
A C++/DirectX 11 implementation of "A Scalable and Production Ready Sky and Atmosphere Rendering Technique"
Blogs
Book-list-of-computational-geometry-and-computer-graphics
Must-read list and classic books of computational geometry and computer graphics
BookContainer
旨在学习,共同进步。
herculesyuan's Repositories
herculesyuan/AtmosphereRenderer
A C++/DirectX 11 implementation of "A Scalable and Production Ready Sky and Atmosphere Rendering Technique"
herculesyuan/specular-manifold-sampling
Code for "Specular Manifold Sampling for Rendering High-Frequency Caustics and Glints" (SIGGRAPH 2020) by Tizian Zeltner, Iliyan Georgiev, and Wenzel Jakob
herculesyuan/pipeline
nvpro-pipeline is a research rendering pipeline
herculesyuan/SDFGen
A simple commandline utility to generate grid-based signed distance field (level set) generator from triangle meshes, using code from Robert Bridson's website.
herculesyuan/ParallelQSlim
Shape Aware Parallel Mesh Simplification Algorithm
herculesyuan/URPLearn
A project used for learning Unity Universal Render Pipeline
herculesyuan/surface_splatting
OpenGL demo of a point rendering and texture filtering technique called Surface Splatting.
herculesyuan/vulkan_best_practice_for_mobile_developers
Vulkan best practice for mobile developers
herculesyuan/rtx-pathtracer
A Vulkan path trace that contains advanced methods like parallax-aware path guiding and irradiance caching, as well as standard methods like NEE and MIS. All methods can be configured and enabled at run-time and come with a wide range of visualization modes.
herculesyuan/variance-aware-path-guiding
Implementation of the paper "Variance-Aware Path Guiding" (SIGGRAPH 2020)
herculesyuan/renderer
A shader-based software renderer written from scratch in C89
herculesyuan/practical-path-guiding
Code of "Practical Path Guiding for Efficient Light-Transport Simulation"
herculesyuan/vdlib
Visibility Determination Library: hierarchical frustum and occlusion culling algorithms
herculesyuan/MFR
Source code and resources related to multifragment rendering
herculesyuan/SphericalHarmonicLighting
Global Illumination using Spherical Harmonics
herculesyuan/Blogs
herculesyuan/CUDA-Path-Tracer-Denoising
Interactive Path Tracing with Spatiotemporal Variance Guided Filter (SVGF)
herculesyuan/font-rs
herculesyuan/opengl-terrain-demo
Modern OpenGL terrain rendering for learning purposes.
herculesyuan/Granite
My personal Vulkan renderer
herculesyuan/YiEngine
深入浅出Unreal Engine引擎架构
herculesyuan/VoxelConeTracingGI
Global illumination with Voxel Cone Tracing in fully dynamic scenes using a 3D clipmap to support huge areas around the camera while maintaining a low memory footprint.
herculesyuan/TransmittanceEstimation
A set of example tests from my SIGGRAPH Asia 2019 publication: Integral formulations of volumetric transmittance
herculesyuan/CWBVH
An implementation of NVIDIA's paper "Efficient Incoherent Ray Traversal on GPUs Through Compressed Wide BVHs"
herculesyuan/MyGitHub
herculesyuan/Sluggish
Toy CPU and GPU implementations of the Slug rendering algorithm
herculesyuan/SpRay
A distributed-memory speculative ray tracer for out-of-core and in situ rendering
herculesyuan/GIRadianceRegressionFunction
Real-time rendering by a regression function
herculesyuan/cuRE
herculesyuan/course
Source code for the applications presented in the course "Geometry Processing with Discrete Exterior Calculus"