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WIP Tool to replace armor meshes from RaC 2/3 HD
A library for ray tracing based rendering algorithms using CUDA
WIP Blender Import Plugin for RaC Trilogy armor model files
FFT-based ocean-wave rendering, implemented in Godot
Polynomial optics to Arnold. Camera shader with high-order aberrations, including bidirectional filter that adaptively samples out-of-focus highlights.
Polynomial optics to Arnold. Camera shader with high-order aberrations, including bidirectional filter that adaptively samples out-of-focus highlights (top level repo)
Decompiler Explorer! Compare tools on the forefront of static analysis, now in your web browser!
Diablo build for modern operating systems
An open source re-implementation of RollerCoaster Tycoon 2 🎢
NVIDIA’s implementation of RTX ray-tracing in Quake II
A map editor for the Multiplayer of Ratchet and Clank UYA and Deadlocked (PS2).
Software development kit for producing haunted Ratchet & Clank (PS2) save games.
Hyprland is an independent, highly customizable, dynamic tiling Wayland compositor that doesn't sacrifice on its looks.
Implementation of Peter Shirley's Ray Tracing In One Weekend book using Vulkan and NVIDIA's RTX extension.
Code for "Specular Manifold Sampling for Rendering High-Frequency Caustics and Glints" (SIGGRAPH 2020) by Tizian Zeltner, Iliyan Georgiev, and Wenzel Jakob
GPU Reshape (GRS) is an API & vendor agnostic instrumentation framework, with instruction level validation.
Source Code (Direct Lighting Part) for SIGGRAPH 2024 Paper "Area ReSTIR: Resampling for Real-Time Defocus and Antialiasing"
The original sources of MS-DOS 1.25, 2.0, and 4.0 for reference purposes
Code release of the paper "Combining Resampled Importance and Projected Solid Angle Samplings for Many Area Light Rendering"
Enforcing Energy Preservation in Microfacet Models
A modern open source rendering engine for animation and visual effects