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The unity demo of kernel foveated rendering.
Unity sample project: Direct mesh data access from compute shaders
Unity sample project with Lucas-Kanade optical flow estimation
VR version of Aras' Toy 3D Gaussian Splatting project
Mesh triangle reduction using quadrics
State of the art sorting and segmented sorting, including OneSweep. Implemented in CUDA, D3D12, and Unity style compute shaders. Theoretically portable to all wave/warp/subgroup sizes.
A nearly complete collection of prefix sum algorithms implemented in CUDA, D3D12, Unity and WGPU. Theoretically portable to all wave/warp/subgroup sizes.
andreasbuhr / cppcoro
Forked from lewissbaker/cppcoroA library of C++ coroutine abstractions for the coroutines TS
Accompanying source code to "Fast Multi-View Rendering for Real-Time Applications" (EGPGV 2020 Paper)
Compressed numerical arrays that support high-speed random access
CUDA accelerated rasterization of gaussian splatting
Original reference implementation of "StopThePop: Sorted Gaussian Splatting for View-Consistent Real-time Rendering"
🔌 WebSocket client for Unity - with no external dependencies (WebGL, Native, Android, iOS, UWP)
Unity Plugin to Host WebGL. Run build locally without "Build and Run" with zero dependencies
GLSL color conversions, metrics, and other helpful functions
Sample benchmark demonstrating the VK_KHR_cooperative_matrix extension
[CVPR 2024] Depth Anything: Unleashing the Power of Large-Scale Unlabeled Data. Foundation Model for Monocular Depth Estimation
Mitsuba integration add-on for Blender
Neural Factorization of Shape and Reflectance Under an Unknown Illumination