knightcrawler25's Stars
HeyPuter/puter
🌐 The Web OS! Free, Open-Source, and Self-Hostable.
HigherOrderCO/Bend
A massively parallel, high-level programming language
jrouwe/JoltPhysics
A multi core friendly rigid body physics and collision detection library. Written in C++. Suitable for games and VR applications. Used by Horizon Forbidden West.
dreamworksanimation/openmoonray
MoonRay is DreamWorks’ open-source, award-winning, state-of-the-art production MCRT renderer.
facebook/igl
Intermediate Graphics Library (IGL) is a cross-platform library that commands the GPU. It provides a single low-level cross-platform interface on top of various graphics APIs (e.g. OpenGL, Metal and Vulkan).
NVIDIA-Omniverse/PhysX
NVIDIA PhysX SDK
NVIDIAGameWorks/rtx-remix
Combined repo for the RTX-Remix runtime
TheRealMJP/Shadows
A sample app that demonstrates several techniques for rendering real-time shadow maps
NVIDIAGameWorks/RTX-Path-Tracing
Real-time path tracing library and sample
Autodesk/Aurora
Real-time GPU path tracing with a USD Hydra render delegate
yuphin/Lumen
A Vulkan Raytracing framework for various bidirectional path tracing techniques
AcademySoftwareFoundation/OpenPBR
Specification and reference implementation for the OpenPBR Surface shading model
simco50/D3D12_Research
Personal hobby project to experiment with various rendering techniques.
Profactor/continuous-remeshing
Continuous Remeshing For Inverse Rendering
ssteinberg/PLTFalcor
Real-time physical light transport (PLT) framework
guiqi134/Area-ReSTIR
Source Code (Direct Lighting Part) for SIGGRAPH 2024 Paper "Area ReSTIR: Resampling for Real-Time Defocus and Antialiasing"
codedhead/webrtx
WebGPU Ray Tracing eXtension
intel/RealTimePathTracingResearchFramework
NVlabs/conditional-restir-prototype
electronicarts/fastnoise
Filter-adapted Spatiotemporal Sampling for Real-Time Rendering
WeiPhil/nbvh
Source Code for "N-BVH: Neural ray queries with bounding volume hierarchies" (SIGGRAPH 2024)
shinjiogaki/nonlinear-ray-tracing
mollnn/spoly
Code for SIGGRAPH 2024 (ToG) paper "Specular Polynomials"
markusmoenig/ForgedThoughts
A 3D modeling and rendering programming language utilizing SDFs.
rsugimoto/WoBToolbox
Author's implementation of SIGGRAPH 2023 paper, "A Practical Walk-on-Boundary Method for Boundary Value Problems."
gprt-org/GPRT
portsmouth/OpenPBR-viewer
An example implementation of OpenPBR in a WebGL pathtracer
markusmoenig/rust-pathtracer
A principled BSDF pathtracer with an abstracted backend. Perfect for rendering procedural content.
NVIDIA/self-intersection-avoidance
Repository with HLSL and GLSL sample code for self-intersection avoidance in DXR and Vulkan
Ushio/MassiveVoxelRayTracing