8 Repos
Optimization techniques that group multiple draw calls into single vertex buffers to reduce CPU-GPU overhead.
Distinct from GPU-Accelerated UI Rendering: Focuses on the batching optimization of draw calls specifically, rather than the general GPU rendering pipeline.
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Ebiten is a cross-platform 2D game engine and framework for the Go programming language. It provides a hardware-accelerated 2D renderer and a multi-input handling library to develop two-dimensional games with a single codebase. The engine is designed for broad deployment, allowing applications to be compiled and run across desktops, mobile devices, web browsers, and gaming consoles. It distinguishes itself by integrating custom shader programming for specialized visual effects and providing haptic feedback control for mobile devices and gamepads. The framework covers core game development ca
Implements GPU-accelerated batch rendering to optimize vertex buffers and minimize state changes during 2D rendering.
This repository is a collection of reference implementations and sample projects demonstrating data-oriented design using the Unity Entities package. It provides a suite of examples for implementing an entity component system that separates game data into components and logic into systems. The collection includes specialized demonstrations for rendering large volumes of entities via graphics pipelines, implementing high-performance collision and rigid body dynamics through data-oriented physics, and managing multiplayer state synchronization using the network framework for entities. It also p
Provides specialized pipelines for batch rendering to maximize GPU throughput and minimize draw calls.
Dieses Projekt ist ein physikalisch basiertes Rendering-System und Raytracing-Engine, das entwickelt wurde, um fotorealistische Bilder zu erzeugen. Es arbeitet als spektrales Rendering-System, das Strahlen in diskretisierten Wellenlängenbereichen aufzeichnet, und fungiert als volumetrischer Pfad-Tracer, um Lichtstreuung und Absorption innerhalb teilnehmender Medien zu berechnen. Die Engine nutzt GPU-Beschleunigung, um ihre Rendering-Pipeline auf paralleler Grafikhardware auszuführen. Sie integriert reale optische Daten, wie gemessene spektrale Leistungsverteilungen und Linsenbeschreibungsdateien, um das Verhalten physikalischer Kamerasysteme und Lichtquellen zu simulieren. Das System deckt ein breites Spektrum an Rendering-Funktionen ab, einschließlich komplexer Lichttransportsimulation mittels bidirektionalem Pfad-Tracing und Photon-Mapping. Es unterstützt den Umgang mit hochkomplexer Geometrie, fortgeschrittene Materialstreuung unter Verwendung bidirektionaler Streuverteilungsfunktionen (BSDFs) und die Generierung von G-Buffer-Daten für den Export mit hohem Dynamikumfang (HDR). Die Software bietet ein schnittstellenbasiertes Komponenten-Erweiterbarkeitsmodell, das die Integration benutzerdefinierter Formen, Kameras und Materialien ermöglicht.
Distributes independent pixel sample computations across multiple processing cores or GPU threads for faster rendering.
This project is a collection of single-header libraries providing a zero-dependency implementation of core game engine systems. It serves as a portable toolkit for 2D game development, focusing on asset loading, graphics optimization, and low-level system coordination. The libraries offer specialized capabilities for 2D sprite rendering and asset processing, including texture atlas compilation and batch-based rendering to reduce draw calls. It includes a dedicated pipeline for parsing Aseprite files and JSON-formatted map data from Tiled. The toolkit covers several functional domains, includ
Implements optimization techniques that group multiple draw calls into single vertex buffers to reduce CPU-GPU overhead.
Pixel ist eine 2D-Game-Bibliothek und Grafik-Engine für die Programmiersprache Go. Sie bietet einen hardwarebeschleunigten Renderer zum Zeichnen von Sprites, geometrischen Formen und Text, wobei ein optimiertes System aus Batching und Transformationsmatrizen genutzt wird. Das Projekt fungiert als umfassendes Toolkit für zweidimensionale interaktive Anwendungen und kombiniert eine Grafik-Engine mit einer 2D-Vektormath-Bibliothek für affine Transformationen und Koordinatenraum-Projektionen. Es enthält einen dedizierten Input-Manager, der Tastaturanschläge und Mausbewegungen über ein Polling-basiertes System anstelle von asynchronen Ereignissen verfolgt. Die Engine deckt ein breites Spektrum an Funktionen ab, einschließlich Sprite-Sheet-Animation, GPU-Fragment-Shading für visuelle Echtzeiteffekte und Off-Screen-Canvas-Compositing. Sie bietet zudem Hilfsprogramme für die Verwaltung von Spielfenstern, die Durchführung von 2D-Vektoroperationen und das Vertex-Buffer-Geometrie-Management.
Implements a batch rendering system to group draw calls and reduce CPU-GPU overhead for better performance.
mujoco_menagerie is a curated library of physical robot specifications and XML model definitions designed for standardized dynamics and contact simulation. It provides a collection of high-quality robot model files for humanoids, quadrupeds, and manipulators, alongside detailed kinematic and inertial parameters used to reproduce real-world robot behavior in virtual environments. The project serves as a repository of robotics simulation assets and MJCF model definitions optimized for accuracy. It includes standardized model libraries specifically for bipedal, quadrupedal, and humanoid hardware
Performs high-throughput ray tracing for multiple cameras in parallel with textures and lighting.
DirectXTK is a C++ library designed to simplify 2D and 3D graphics, audio, and input programming for DirectX applications. It serves as a comprehensive toolkit providing high-level wrappers for DirectX graphics, audio management, and input handling. The toolkit includes a graphics wrapper for loading textures and rendering 3D models and 2D sprites, alongside a dedicated audio manager for sound effects and 3D spatial audio. It also provides an input handler to track and process state updates from keyboards, mice, and gamepads. The library covers a broad capability surface including 3D math an
Implements optimization techniques that group 2D texture draws into single GPU calls to reduce CPU-GPU overhead.
ManiSkill is a GPU-accelerated robot simulation framework designed for training robotic manipulation skills, benchmarking learning algorithms, and generating synthetic datasets. It serves as a reinforcement learning environment where robot control policies can be developed and evaluated using parallelized physics and rendering on the GPU. The platform is distinguished by its ability to perform sim-to-real transfer, allowing policies trained in virtual environments to be deployed onto physical robotic hardware. It features ray-traced parallel rendering for producing high-frame-rate RGBD and se
Generates high-frame-rate RGBD and segmentation data using GPU-accelerated parallel ray tracing across multiple scenes.