🔬 Render photorealistic 3D scenes with a Rust-based Monte Carlo path tracer directly in your terminal using Unicode and ANSI colors.
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Updated
May 21, 2026 - Rust
🔬 Render photorealistic 3D scenes with a Rust-based Monte Carlo path tracer directly in your terminal using Unicode and ANSI colors.
🌟 Create realistic images with this simple C++ path tracer, featuring optional next event estimation for improved rendering quality.
Implementing Character Motion Prediction using acRNN written in Pytorch for -MAI645- Final Project
Embeddable physically based renderer
Flutter port of Meta's Animated Drawings — animate hand-drawn characters with pose estimation and skeletal deformation. Web + native.
CMU Motion Capture Database — 2500+ BVH animations across 144 subjects: walk, dance, sports, acrobatics, everyday actions.
Pathtracing techniques benchmark applied in Vulkan and CUDA to offline rendering
OpenGL Toy-"Engine" with Wavefront Path Tracer and Rasterizer with Voxel Cone Tracing/Global Illumination
ZPE-Mocap V0.0: DETERMINISTIC MOTION CAPTURE CODEC: Joint Angles | Positional Fidelity | Search Ranking | Sub-ms Query | Skeletal Transport
GPU-accelerated ray tracer with BVH acceleration and path tracing support
A path tracing renderer with CPU & GPU support
Research-focused resources for geometry in computer graphics, from geometry processing foundations to BVHs, LOD, meshlets, and massive real-time geometry.
A BVH implementation to speed up raycasting and enable spatial queries against three.js meshes.
C++17 CPU ray tracer and Monte Carlo path tracer with BVH acceleration, GGX microfacet BRDF materials, JSON scene descriptions, and PPM output
A High Performance Compute Shader Based Mesh Pathtracer in Unity3d without RT Cores
AI-powered markerless motion capture from two synchronized camera views. Detects body and hand landmarks, reconstructs 3D motion with stereo vision, and exports animation-ready BVH files.
A modern C++ BVH construction and traversal library
Immensely scalable 2D Arcade Physics Engine for massive simulation games (Dwarf Fortress, Rimworld, etc), (and multiplayer games) that need 100,000+ bodies.
A multithreaded, CPU-based, Physically Based Renderer featuring Instant Radiosity and Light Tracing algorithms, Binned SAH BVH, GGX/Layered BSDFs, Environment Mapping, and Intel OIDN integration.
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