Pinned Repositories
nvidia-mesh-tools
Automatically exported from code.google.com/p/nvidia-mesh-tools
wuyakuma's Repositories
wuyakuma/AffineArithmetic
Affine Arithmetic
wuyakuma/appleseed
A modern open source rendering engine for animation and visual effects
wuyakuma/basis_universal
Basis Universal GPU Texture Codec
wuyakuma/brdf
BRDF Explorer
wuyakuma/CustomComputeShaders
The minimal source code for adding and using a custom compute shader in Unreal Engine 4
wuyakuma/fastnoise
Filter-adapted Spatiotemporal Sampling for Real-Time Rendering
wuyakuma/flat_hash_map
A very fast hashtable
wuyakuma/frostbitten-hair-webgpu
Software rasterizing hair strands with analytical AA and OIT. Inspired by Frostbite's hair system: "Every Strand Counts: Physics and Rendering Behind Frostbite's Hair".
wuyakuma/GfxExp
Sandbox for graphics paper implementation
wuyakuma/gigi
A framework for rapid prototyping and development of real-time rendering techniques.
wuyakuma/GPUImage
An open source iOS framework for GPU-based image and video processing
wuyakuma/HIPRT-Path-Tracer
Unbiased & physically-based GPU HIPRT (C++/HIP) interactive path tracing renderer
wuyakuma/imgui-node-editor
Node Editor built using Dear ImGui
wuyakuma/kajiya
💡 Experimental real-time global illumination renderer 🦀
wuyakuma/LayerProcGen
Layer-based infinite procedural generation
wuyakuma/MaskedOcclusionCulling
wuyakuma/mitsuba-im
Immediate-mode fork of the mitsuba renderer. (See Wiki for branches.)
wuyakuma/nonlinear-ray-tracing
wuyakuma/nvidia-texture-tools
Texture processing tools with support for Direct3D 10 and 11 formats.
wuyakuma/OcclusionCulling
Demonstrates a software (CPU) based approach to occllusion culling using multi-threading and SIMD instructions to improve performance.
wuyakuma/opencloth
A collection of source codes implementing cloth simulation algorithms in OpenGL
wuyakuma/OpenShadingLanguage
Advanced shading language for production GI renderers
wuyakuma/Orochi
wuyakuma/pbrt-v4
Source code to pbrt, the ray tracer described in the forthcoming 4th edition of the "Physically Based Rendering: From Theory to Implementation" book.
wuyakuma/Realtime-GPU-Contour-Curves-from-3D-Mesh
A real-time, GPU-driven method to generate 2D curves from 3D mesh’s contour.
wuyakuma/tinybvh
Single-header BVH construction and traversal library.
wuyakuma/tony-mc-mapface
A cool-headed display transform
wuyakuma/UMG-Slate-Compendium
A Compendium Information Guide for UMG and Slate in Unreal Engine.
wuyakuma/UnityURPToonLitShaderExample
A very simple toon lit shader example, for you to learn writing custom lit shader in Unity URP
wuyakuma/XeGTAO
An implementation of [Jimenez et al., 2016] Ground Truth Ambient Occlusion, MIT license