- Seattle, WA
- @mak_pav
- in/maksym-pavlenko
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EASTL stands for Electronic Arts Standard Template Library. It is an extensive and robust implementation that has an emphasis on high performance.
A zero sysroot, fully hermetic C/C++ cross compilation toolchain for Bazel based on LLVM.
A comprehensive collection of modular libraries for high-performance graphics development
Vulkan ray tracing glTF 2.0 renderer — RTX path tracer with PBR materials, AI denoising (DLSS, OptiX), and scene editing. NVIDIA open-source sample.
Sample for cluster-based continuous level of detail rasterization or ray tracing
tiny dependency-free lossless compressor for BC/DXT texture streams (C99, ~1000 LoC)
Sample viewer implementing several rendering methods for 3D gaussians using Vulkan API
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.
Unbiased & physically-based GPU HIPRT (C++/HIP) interactive path tracing renderer
Learned Motion Matching example implementation and source code for the article "Code vs Data Driven Displacement"
Discrete and continuous level of detail generation for triangle meshes.
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/