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51 public repositories
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⚓ 我的游戏程序员生涯的读书笔记合辑。你可以把它看作一个加强版的Blog。涉及图形学、实时渲染、编程实践、GPU编程、设计模式、软件工程等内容。Keep Reading , Keep Writing , Keep Coding.
📘 电子书 -《Real-Time Rendering 3rd》提炼总结 | 全书共9万7千余字。你可以把它看做中文通俗版的《Real-Time Rendering 3rd》,也可以把它看做《Real-Time Rendering 3rd》的解读版与配套学习伴侣,或者《Real-Time Rendering 4th》的前置阅读材料。
⚡️ 基于物理的渲染(PBR)白皮书 | White Paper of Physically Based Rendering(PBR)
MaterialX is an open standard for transfer of rich material and look-development content between applications and renderers.
Realtime 3D Game-Engine with a focus on space sim. Written in C++ 14
MaterialX C++ and Python libraries
Updated
Jun 30, 2021
Mathematica
A collection of various Sky Model implementations in OpenGL suitable for real-time rendering.
Real-Time Spherical Microphone Renderer for binaural reproduction in Python
Updated
Jun 14, 2021
Python
RT-RSM is a real-time Global Illumination technique using GPU ray tracing
Implementation of "Dynamic Diffuse Global Illumination with Ray-Traced Irradiance Fields"
Partially open source: real-time scene rendering using XUSG based on DirectX 12. 纯粹秀秀demo……ただ、デモを見せるため……
A tool to precompute atmospheric scattering tables for real-time dynamic atmosphere rendering.
OpenGL rendering engine for terrain simulation
A low-dimensional linear algebra library for real-time computer graphics.
Ray Marching learning project using compute shaders in Unity (continued in ShaderToy)
An experimental real-time render engine
Real-time private notifications that allows logged users to receive transfer notifications, amount update and unread notifications updates in real-time.
Accompanying source code to "Fast Multi-View Rendering for Real-Time Applications" (EGPGV 2020 Paper)
Interactive visualisations of analytic solutions to the schroedinger equation (Simple quantum systems) for educational use.
Updated
Aug 12, 2020
JavaScript
A simple Raster/Ray-Trace hybrid renderer using NVIDIA RTX ray-tracing in Vulkan.
A voxel cone traced realtime Global Illumination rendering engine in dx12, wip
Large Scene Rendering Viewer
One of a series of long-running audiovisual installation works created in Unity.
One of a series of long-running audiovisual installation works created in Unity.
Cross-Platform Real-Time Physically-Based Rendering for C++! glTF-friendly!
One of a series of long-running audiovisual installation works created in Unity.
A method for baking persistent decals to textures using UV-space rasterization.
Undulating Plain (2018), live audiovisual simulation created for LOOPS festival in Rochester, NY.
The final paper produced during my master thesis Forward and Deferred Hashed Shading. It discusses the designed algorithm, as well as the performance compared to Tiled and Clustered Shading.
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When using
image_view_t::as_storage_image
or similar (intended to be temporary) objects of the pattern "as_something", the following situation can occur:An
image_view_as_storage_image
stores thevk::ImageView
handle internally, and its lifetime might extend the lifetime of theimage_view
it has stored the handle from. That's not good. Optimally, the framework would prevent such us