Stars
Constant-complexity, deterministic, very fast memory allocator (heap) for hard real-time high-integrity embedded systems. Allocation takes ≈120 cycles @ RP2350 irrespective of heap usage. There is …
Lightweight coding agent that runs in your terminal
Surfel Radiance Cascades Diffuse Global Illumination (SRC-DGI)
HomebrewGPU is a simple ray tracing GPU built on FPGA, featuring basic ray–primitive intersection, BVH traversal, shadowing, reflection, and refraction. I created it to learn Verilog programming, a…
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.
Single-header dependency-free BVH construction and traversal library.
Library for collision detection between two convex shapes
A project for testing rigid body solver algorithms
GPT4All: Run Local LLMs on Any Device. Open-source and available for commercial use.
Excalibur Hash is a high-speed hash map and hash set, ideal for performance-critical uses like video games
LLMs build upon Evol Insturct: WizardLM, WizardCoder, WizardMath
Distribute and run LLMs with a single file.
An OpenGL sample that demonstrates Volumetric Fog using a frustum-aligned voxel grid and compute shaders.
Code and documentation to train Stanford's Alpaca models, and generate the data.
Build android apps without any java, entirely in C and Make
GPU Raytracer from scratch in C++/CUDA
xanderhermans / WrldTmpl8
Forked from jbikker/WrldTmpl8Voxel ReSTIR a ReSTIR implementation for the WrldTmpl8 framework.
An implementation of NVIDIA's paper "Efficient Incoherent Ray Traversal on GPUs Through Compressed Wide BVHs"
Audio playback and capture library written in C, in a single source file.
Coupled simulation of FEM continuum media and articulated rigid bodies
With adaptive merging we reduce computation time in rigid body simulations.