Instant neural graphics primitives: lightning fast NeRF and more
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Updated
Apr 18, 2024 - Cuda
Instant neural graphics primitives: lightning fast NeRF and more
⚓ 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
📘 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。
⚡️基于物理的渲染(PBR)白皮书 | White Paper of Physically Based Rendering(PBR)
MaterialX is an open standard for the exchange of rich material and look-development content across applications and renderers.
Pure PyTorch Implementation of NVIDIA paper on Instant Training of Neural Graphics primitives: https://nvlabs.github.io/instant-ngp/
A tiny software renderer implemented from scratch without the use of graphics API, used to understand how GPUs work.
Realtime 3D Game-Engine with a focus on space sim. Written in C++ 14
An unofficial implementation of paper 3D Gaussian Splatting for Real-Time Radiance Field Rendering by taichi lang.
Implementations of NeRF variants based on Taichi + PyTorch
A Vulkan sample that demonstrates a Rasterization and Ray Tracing Hybrid Rendering Pipeline.
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.
QuiltiX is a graphical node editor to edit, and author MaterialX based materials of 3D assets
MaterialX C++ and Python libraries
Project Elements: A computational entity-component-system in a scene-graph pythonic framework, for a neural, geometric computer graphics curriculum
Afterburner for Vulkan development; Auto-Vk is a modern C++ low-level convenience and productivity layer atop Vulkan-Hpp.
Specification and reference implementation for the OpenPBR Surface shading model
Implementation for 3d gaussian splatting
Implementation of "Dynamic Diffuse Global Illumination with Ray-Traced Irradiance Fields"
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