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Convert Apple NeuralHash model for CSAM Detection to ONNX.
Source Code for SIGGRAPH 2022 Paper "Generalized Resampled Importance Sampling: Foundations of ReSTIR"
Reusable RendererFeature of MobileScreenSpacePlanarReflection
A real time global illumination solution that achieves glossy surfaces, diffuse reflection, specular reflection, ambient occlusion, indirect shadows, soft shadows, emissive materials and 2-bounce G…
AMD Forward+ sample based on DirectX 11
Implementation of "Efficiency-Aware Russian Roulette and Splitting" (SIGGRAPH 2022)
This is a project that unifies the management of LLM APIs. It can call multiple backend services through a unified API interface, convert them to the OpenAI format uniformly, and support load balan…
Code accompanying the blog post on bvh construction.
An example implementation for tinybvh in Unity and a foundation for building compute based raytracing solutions.
Unity + Compute shaders + GPU Radix sort + LBVH + Wave intrinsics + Raytracing
GPUOpen-Effects / pbrt-v4
Forked from mmp/pbrt-v4Source code to pbrt, the ray tracer described in the forthcoming 4th edition of the "Physically Based Rendering: From Theory to Implementation" book.
Vulkan triangle in ~380 lines of code
Action to enable running Vulkan apps on GitHub runners
Curated list of project-based tutorials
One stop shop for getting started with SPIR-V.
Single-header BVH construction and traversal library.
A real-time global illumination implementation using voxel cone tracing. Implemented in C++ and GLSL.
Path Tracing with Unity RayTracing Shader
This is my experiments with BVH build algorithms on GPU.
A script for building turnip driver as a magisk module from mesa repository, scheduled releases per 2 week via github actions.