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Sample viewer implementing several rendering methods for 3D gaussians using Vulkan API
continuous level of detail mesh library
A beginner-friendly Vulkan path tracing tutorial in under 300 lines of C++.
A minimal, self-contained example demonstrating best practices for Vulkan development in a single file—no frameworks required.
Vulkan & OpenGL GPU profiler with `puffin` support
Unbiased & physically-based GPU HIPRT (C++/HIP) interactive path tracing renderer
An extremely fast, high-quality, non-cryptographic hash function. Platform independent compile-time and run-time hashing in rust.
Learned Motion Matching example implementation and source code for the article "Code vs Data Driven Displacement"
Advanced shading language for production GI renderers
Discrete and continuous level of detail generation for triangle meshes.
Grid, Flexbox, Block layout support for egui using taffy
Open-source, vision-first browser agent
A Vulkan game engine with FrameGraph, PBR rendering and a Declarative GUI Widgets library.
Small Box optimization: store small item on stack and fallback to heap for large item.
Fastest pure Rust implementation of LZ4 compression/decompression.
Yet another cross-platform renderer with hardware ray-tracing support.
The Belfry OpenScad Library, v2.0. An OpenSCAD library of shapes, masks, and manipulators to make working with OpenSCAD easier. BETA
Simulating shitty network connections so you can build better systems.
HLSL code for https://developer.nvidia.com/blog/optimizing-compute-shaders-for-l2-locality-using-thread-group-id-swizzling/