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Back to microsoft/directx-graphics-samples

Open-source alternatives to DirectX Graphics Samples

30 open-source projects similar to microsoft/directx-graphics-samples, ranked by how many features they have in common. Compare stars, activity and what each one does to find the best DirectX Graphics Samples alternative.

  • nvidia/isaac-gr00tNVIDIA avatar

    NVIDIA/Isaac-GR00T

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    This project serves as a comprehensive educational framework and reference library for mastering high-performance graphics programming and parallel compute resource management. It provides a collection of practical implementations designed to demonstrate the explicit control required by the Vulkan API, covering the fundamental mechanics of modern graphics pipelines and cross-platform hardware interaction. The repository distinguishes itself by focusing on the low-level architectural requirements of modern GPU development, including manual memory allocation, multi-threaded command recording, a

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gfx-rs/wgpugfx-rs avatar

gfx-rs/wgpu

17,382View on GitHub↗

This project is a cross-platform graphics and compute framework that provides a unified, hardware-agnostic abstraction layer for rendering and parallel processing. It enables developers to build high-performance applications that execute consistently across diverse operating systems and hardware backends, including Vulkan, Metal, and DirectX. By mapping high-level graphics commands to native APIs, it serves as a portable foundation for both real-time 3D rendering and general-purpose GPU computing. The framework distinguishes itself through a robust architecture that supports both native deskt

Rustd3d12gpuhacktoberfest
View on GitHub↗17,382
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    godotengine/godot-demo-projects

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    This repository is a comprehensive collection of functional 2D and 3D demo projects and implementation samples for the Godot Game Engine. It serves as an interactive tutorial and reference library, providing a working codebase to demonstrate how to apply engine features in real-world scenarios. The collection focuses on practical implementation guides, covering a wide array of technical capabilities from basic engine fundamentals to advanced rendering and scripting techniques. It allows users to study the application of node-based composition, asset pipelines, and game logic through direct ex

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    erichlof/THREE.js-PathTracing-Renderer

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    This project is a browser-based, physically based path-tracing renderer built on WebGL and integrated with Three.js. It functions as a real-time global illumination engine, calculating light bouncing, soft shadows, reflections, refractions, and color bleeding interactively within web environments. The rendering system incorporates progressive multi-pass accumulation to refine noisy images iteratively over multiple frames, alongside GPU-accelerated spatial acceleration structures and bounding volume hierarchies to handle complex geometry. It supports diverse material types such as refractive

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    Kajiya is a physically based rendering engine and real-time global illumination renderer. It utilizes a GPU-accelerated path tracer to simulate real-world material properties, such as roughness and metalness, to achieve photorealistic visual results. The engine incorporates a temporal super-resolution upscaler to increase final render resolution by reconstructing images from lower-resolution internal frames. It also generates high-fidelity reference images through path-tracing to verify the visual accuracy of real-time lighting outputs. The system covers 3D scene visualization and asset mana

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  • openmoonray/openmoonrayOpenMoonRay avatar

    OpenMoonRay/openmoonray

    4,693View on GitHub↗

    OpenMoonray is a production-grade physically based rendering system and path-tracing engine. It simulates the physical behavior of light to generate high-fidelity photorealistic images and is compatible with Universal Scene Description files for visualizing complex 3D scenes and production pipelines. The system is designed as a distributed rendering framework, capable of splitting heavy computational workloads across multiple machines or cloud clusters to accelerate image generation. It integrates OpenColorIO for consistent color management across different display devices and color spaces.

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  • microsoft/directxtkmicrosoft avatar

    microsoft/DirectXTK

    2,781View on GitHub↗

    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

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  • khronosgroup/vulkan-samplesKhronosGroup avatar

    KhronosGroup/Vulkan-Samples

    5,295View on GitHub↗

    This project is a collection of reference implementations and benchmarks demonstrating the use of the Vulkan graphics and compute API. It provides a set of cross-platform examples and GPU programming patterns designed for high-performance rendering and hardware-accelerated tasks. The repository includes a suite of performance benchmarks used to measure API behavior across different hardware environments. It features a modular architecture that organizes rendering examples into isolated units, along with command-line utilities for the batch execution of sample sequences. The project covers se

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  • confettifx/the-forgeConfettiFX avatar

    ConfettiFX/The-Forge

    5,575View on GitHub↗

    The Forge is a low-level toolkit for building high-performance graphics engines and applications across desktop, mobile, and console platforms. It provides a cross-platform engine framework and a dedicated shader compiler that translates a single source into target-specific languages for various graphics APIs and hardware. The project includes a GPU memory and resource manager that utilizes unified root signatures for resource binding, alongside a ray tracing rendering pipeline that implements hardware-accelerated ray and path tracing queries. State management is handled through a high-perfor

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  • rust-gpu/rust-cudaRust-GPU avatar

    Rust-GPU/rust-cuda

    5,245View on GitHub↗

    rust-cuda is a GPU programming framework and device compiler that allows for the development and execution of high-performance kernels on NVIDIA hardware using Rust. It provides a driver wrapper to manage device memory allocation and kernel launching, effectively serving as a system for writing GPU compute logic without relying on C++. The project includes a compute library with hardware-optimized primitives for neural network acceleration and hardware-accelerated raytracing. It utilizes a compilation toolchain that translates source code into a low-level intermediate representation for execu

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    View on GitHub↗5,245
  • lettier/3d-game-shaders-for-beginnerslettier avatar

    lettier/3d-game-shaders-for-beginners

    19,407View on GitHub↗

    This project is an educational platform and technical reference for learning real-time graphics programming through the development of custom shaders. It provides a comprehensive guide to the programmable graphics pipeline, offering a collection of tutorials and interactive examples that demonstrate how to manipulate coordinate spaces, manage buffer data, and implement complex rendering techniques in 3D environments. The repository distinguishes itself as a versatile toolkit for both photorealistic and non-photorealistic rendering. It includes modular implementations for stylized aesthetics s

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  • doitsujin/dxvkdoitsujin avatar

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    DXVK is a graphics compatibility layer that enables Windows-based applications to run on non-Windows operating systems by translating legacy Direct3D instructions into the modern Vulkan API. It functions as a translation library that maps high-level rendering commands to low-level hardware-accelerated primitives, allowing for high-fidelity graphics output across different hardware environments. The project distinguishes itself through a suite of performance optimization strategies designed to maintain frame consistency and reduce latency. By utilizing background shader compilation and multith

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  • intel/compute-runtimeintel avatar

    intel/compute-runtime

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    The compute runtime is a software layer that provides unified interfaces for parallel processing, kernel execution, and hardware-specific driver communication. It functions as a driver for OpenCL and OneAPI Level Zero, enabling the execution of data-intensive workloads across diverse graphics hardware architectures. The project distinguishes itself by maintaining consistent performance and compatibility across multiple generations of graphics hardware. It achieves this through a hardware abstraction layer that bridges high-level compute instructions with specific silicon capabilities, alongsi

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    Chart.js is a declarative data visualization framework that renders interactive, responsive charts directly onto an HTML5 canvas element. It functions as a configuration-driven engine, transforming structured datasets into complex graphical representations by merging user-defined settings with global defaults. The library utilizes a high-performance rendering pipeline that executes drawing commands during each animation frame to maintain smooth visual feedback. The project distinguishes itself through a modular, extensible architecture that allows developers to register custom scales, control

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    gpuweb/gpuweb

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    This project provides a comprehensive toolset for WebGPU, serving as a graphics API wrapper, compute shader framework, resource manager, and shader toolchain. It enables browser-based GPU acceleration by offloading memory-intensive tasks and data processing from the CPU to the GPU. The framework manages the full lifecycle of GPU operations, from requesting physical hardware adapters and initializing logical devices to configuring programmable render and compute pipelines. It specifically supports the coordination of parallel workgroups and collective subgroup operations for general-purpose co

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    Gecko-dev is a web browser engine and cross-platform browser framework. It serves as a foundational system for rendering web content and executing JavaScript, providing a complete layout and rendering pipeline to transform web markup into visual pixels. The project is distinguished by a specialized browser UI toolkit that uses XML-based languages and custom widgets to build cross-platform windows and menus. It incorporates unique development bridges, including design-to-code linking and a standardized protocol for AI-driven browser control and automated verification. Its broader capabilities

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    RmlUi is a cross-platform UI renderer and middleware library that enables the creation of user interfaces using a subset of HTML and CSS. It functions as a rendering-agnostic layer designed to integrate web-standard layout and styling into custom game engines and embedded applications. The framework is distinguished by its integration of Lua for dynamic logic and control, as well as a specialized toolkit for rendering SVG images and Lottie animations. It utilizes a pluggable rendering backend that decouples geometry generation from the final display, allowing it to generate textured geometry

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    ScottPlot is a cross-platform, high-performance charting library for .NET that renders interactive plots across desktop and web GUI frameworks including Windows Forms, WPF, MAUI, Avalonia, Blazor, and WinUI. It provides an optimized rendering engine capable of displaying millions of data points with interactive pan, zoom, and live data streaming, while also supporting image export to formats like PNG and SVG for file output, cloud applications, and notebooks. The library distinguishes itself through a comprehensive set of chart types including scatter, line, bar, pie, heatmap, financial, rada

    C#chartchartingcharts
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    This project is a technical educational guide focused on browser architecture and the internal processes used to render web pages. It provides a detailed breakdown of the web request lifecycle, from the initial networking phase to the final visual output on a screen. The guide covers specific technical sequences including the DNS resolution process across browser, operating system, and ISP caches, and the establishment of secure connections through the TLS handshake. It also details the communication flow between clients and servers using the HTTP protocol and server-side request handling. T

    View on GitHub↗16,731
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    Orillusion/orillusion

    5,188View on GitHub↗

    Orillusion is a WebGPU 3D rendering engine designed for high-fidelity scenes and visual effects in the browser. It functions as a GPU compute framework for parallel mathematical operations and a physically-based rendering graphics pipeline for realistic materials and surfaces. The system also includes a web-based 3D animation toolkit for driving skeletal animations and interpolating vertex positions. The engine is distinguished by its use of an entity component system for scene logic and a macro-based shader generation system that creates multiple shader variants. It optimizes performance thr

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    armory3d/armortools

    3,933View on GitHub↗

    Armortools is a 3D PBR texture painting suite and mesh texture workflow tool. It provides a system for painting physically based rendering materials directly onto 3D meshes using a combination of layer and mask support, a GPU-accelerated texture baker for extracting geometry data from high-polygon models, and a node-based material editor for creating procedural textures. The software features integrated neural network tools for AI texture authoring, allowing the generation of PBR maps from text prompts, image-based material extraction, and texture upscaling via local nodes. It also implements

    C3darmorpaintpainting
    View on GitHub↗3,933
  • blackboardsh/electrobunblackboardsh avatar

    blackboardsh/electrobun

    5,534View on GitHub↗

    Electrobun is a desktop application framework and webview-based GUI toolkit used for building cross-platform desktop apps. It provides a TypeScript-based runtime and a native system webview to create interfaces that integrate embedded browser views with host-process logic. The project features a native GPU integration layer with direct FFI bindings, allowing for high-performance GPU surfaces and compute workloads to run within a desktop application. It also includes an inter-process communication bridge using a typed RPC system to exchange data and execute functions between the native backend

    C++
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  • gfx-rs/gfxgfx-rs avatar

    gfx-rs/gfx

    5,398View on GitHub↗

    gfx is a hardware-agnostic graphics API abstraction that translates a unified set of graphics and compute commands into native instructions for multiple GPU drivers. It provides a common interface for cross-platform rendering and general-purpose GPU compute programming. The project features an intermediate-representation shader translation system that converts source code and SPIR-V into target-specific languages. It employs a data-driven reference test framework to verify that graphics output remains consistent across different hardware platforms. Capabilities include parallel command buffe

    Rustdx11dx12gfx
    View on GitHub↗5,398
  • zeux/meshoptimizerzeux avatar

    zeux/meshoptimizer

    7,283View on GitHub↗

    meshoptimizer is a 3D mesh optimization library designed to compress geometry and animation data, reduce memory usage, and improve rendering performance. It functions as a geometry simplification tool, a mesh compression codec, and a utility for preparing data for mesh shaders and raytracing acceleration. The library provides specialized toolsets for partitioning meshes into clusters and meshlets to optimize hardware-accelerated rendering pipelines. It also includes helpers for generating opacity micromaps and spatial clusters to increase the speed of hardware ray-triangle intersection tests.

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  • numba/numbanumba avatar

    numba/numba

    10,918View on GitHub↗

    Numba is a just-in-time compiler that translates high-level Python functions into optimized machine code at runtime. By leveraging the LLVM compiler infrastructure, it provides a framework for accelerating numerical data processing and mathematical computations, enabling performance levels comparable to statically compiled languages. The project distinguishes itself through its ability to perform type-inference-based specialization, which generates machine instructions tailored to the specific data types used during execution. It employs a lazy compilation pipeline that defers translation unt

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    LiteMonitor is a customizable desktop system dashboard and hardware performance monitor. It provides a visual overlay for tracking real-time CPU, GPU, memory, and network metrics, including temperature and power consumption. The application is an extensible system monitor that uses a modular plugin system to integrate third-party data sources, such as weather, stocks, and cryptocurrency, alongside core hardware telemetry. The tool includes a theme engine for adjusting colors, fonts, and layout, as well as window management controls for transparency and click-through behavior. It supports sys

    C#cpu-monitorfps-counterhardware-monitor
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  • cocos-creator/enginecocos-creator avatar

    cocos-creator/engine

    9,671View on GitHub↗

    This project is a cross-platform game engine and development toolkit designed for creating high-performance 2D and 3D games. It serves as a 3D graphics rendering engine and a web-based game framework that allows applications to be deployed across mobile, desktop, and web environments from a single codebase. The engine features a configurable render pipeline that supports both forward and deferred rendering paths. It utilizes a cross-platform graphics abstraction layer and universal shader translation to ensure consistent visual output across different hardware and platforms. The toolkit incl

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  • cocos/cocos-enginecocos avatar

    cocos/cocos-engine

    9,651View on GitHub↗

    Cocos Engine is a cross-platform game engine designed for building high-performance 2D and 3D interactive experiences for web, mobile, and desktop platforms. It features a multi-backend rendering engine and a 2D and 3D physics simulator, utilizing a core architecture that combines a C++ runtime for performance with TypeScript for game logic scripting. The engine distinguishes itself through a multi-platform deployment system that packages projects for native operating systems and instant-play web ecosystems. Its graphics system supports multiple APIs, employing physically based rendering and

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