Highlights
- Pro
cg
The “Quite OK Image Format” for fast, lossless image compression
A tiny WebGPU renderer written in Rust
Individual chapter sandboxes for Oct 2021 Codrops article on THREE.MeshPhysicalMaterial
A Vulkan sample that demonstrates a Rasterization and Ray Tracing Hybrid Rendering Pipeline.
Real-time PathTracing with global illumination and progressive rendering, all on top of the Three.js WebGL framework. Click here for Live Demo: https://erichlof.github.io/THREE.js-PathTracing-Rende…
🐉 Making Rust a first-class language and ecosystem for GPU shaders 🚧
💡 Experimental real-time global illumination renderer 🦀
🕹 A quick'n'dirty game sample using kajiya, physx-rs, and dolly
🎮 A step-by-step guide to implementing SSAO, depth of field, lighting, normal mapping, and more for your 3D game.
A toy physically based GPU path tracer (C++/OpenGL/GLSL)
🔆 A React abstraction for the LGL Raycaster
Stochastic Screen Space Reflections (SSSR)
Performant plane reflections in three.js r139
Path tracing renderer and utilities for three.js built on top of three-mesh-bvh.
⚡️ A React abstraction for the popular three-gpu-pathtracer
Source code to pbrt, the ray tracer described in the forthcoming 4th edition of the "Physically Based Rendering: From Theory to Implementation" book.
Implements Screen Space Reflections in three.js
Physically based renderer with Path Tracing and Photon Mapping.
Toy path tracer for my own learning purposes (CPU/GPU, C++/C#, Win/Mac/Wasm, DX11/Metal, also Unity)
roadmap to becoming a graphics developer
Physical based rendering with Vulkan using glTF 2.0 models
List of some useful databases and resources for Computer Graphics