32 रिपॉजिटरी
Materials that simulate real-world light interaction and surface properties.
Explore 32 awesome GitHub repositories matching graphics & multimedia · Physically Based Rendering Materials. Refine with filters or upvote what's useful.
This project is a high-level 3D graphics engine designed to render complex, hardware-accelerated environments within web browsers. It provides a comprehensive abstraction layer that manages scene graphs, cameras, and lighting, mapping high-level scene definitions onto low-level graphics APIs. By decoupling these definitions from specific hardware targets, the engine ensures consistent performance across diverse browsers and devices. The framework distinguishes itself through a robust architecture that includes a unified math library for high-frequency spatial calculations and a physically bas
Simulates realistic light interaction and surface phenomena using physically based shading models.
Genesis is an embodied AI simulation platform and parallelized robotics simulator designed for training general-purpose robotic agents. It integrates a physics engine for robotics that calculates collisions and movements for rigid bodies, soft tissues, and fluids, alongside a photorealistic 3D rendering engine. The platform features a domain randomization framework to vary environment parameters across parallel simulations, aiding in sim-to-real transfer. It supports the integration of real-world captured light fields and Gaussian splatting to provide photorealistic backgrounds within simulat
Implements physically based rendering and path-tracing to generate photorealistic frames of objects and terrain.
This project is a high-performance, lightweight C graphics library designed for creating interactive user interfaces on resource-constrained embedded hardware. It functions as a comprehensive framework that provides a widget toolkit, a rendering engine, and hardware-agnostic drivers to support the development of graphical displays on microcontrollers and embedded systems. The framework distinguishes itself through a flexible, object-oriented widget hierarchy and a declarative layout engine that supports responsive design patterns like flexbox and grid systems. It enables developers to synchro
Simulates realistic surface appearances using metallic, roughness, normal mapping, and advanced effects.
Filament is a real-time physically based rendering engine designed for high-fidelity 3D graphics. It functions as a cross-platform graphics library that provides a unified interface for rendering complex models and materials across desktop, mobile, and web environments. The engine distinguishes itself through a data-oriented architecture that optimizes memory usage and processing speed, alongside a shader-variant system that generates specialized code for specific material and lighting configurations. By abstracting diverse hardware graphics backends, it ensures consistent visual performance
Provides a high-performance graphics library for rendering physically accurate 3D models and materials across desktop, mobile, and web platforms.
Cocos2d-x is a high-performance C++ game development framework designed for building and deploying interactive applications across mobile, desktop, and web platforms. It functions as a cross-platform game engine that utilizes an entity-component system to manage object lifecycles, behaviors, and spatial relationships within a unified codebase. The engine is distinguished by its specialized 2D graphics rendering pipeline, which is optimized for hardware-accelerated performance when displaying sprites, particle effects, and skeletal animations. It provides developers with low-level access to gr
Renders surfaces using physically based shading to simulate realistic textures.
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
Applies physically based rendering, shadow mapping, and ambient occlusion to achieve realistic lighting and material effects.
This project is a ray tracing reference implementation and educational resource for building a Monte Carlo path tracer from scratch. It serves as a guide for physically based rendering, demonstrating how to simulate the behavior of light and materials to create realistic images. The implementation includes a spatial hierarchy accelerator to optimize intersection tests and a system for generating images in the portable pixmap format. It provides a community reference library of implementations across various programming languages and distributes complete source code archives for study. The pr
Simulates the behavior of light and materials to create realistic images using path tracing.
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
Implements a physically based rendering system to simulate realistic light interaction, surface reflections, and shadows.
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
Implements a physically based rendering system for consistent, realistic material and light simulation.
This project is an open-source 3D game engine designed for building high-fidelity games, simulations, and cinematic environments. It functions as a robotics simulation platform with native integration for ROS 2 to model robot controllers and sensors. The engine features a multi-threaded Forward+ physically based renderer that supports hardware-accelerated ray tracing and global illumination. The system is built on a modular extension architecture using Gems to add or replace features without modifying core binaries. It includes a native SDK for AWS cloud integration, enabling IAM authenticati
Implements a physically based rendering workflow using base color, roughness, and normals.
jetson-inference is a set of libraries and tools for executing optimized deep learning models on embedded GPU hardware. Its primary purpose is to enable real-time computer vision and AI inference at the edge with low latency and high throughput. The project distinguishes itself through high-performance streaming analytics and the ability to execute concurrent AI pipelines on auto-grade silicon. It provides specialized support for multi-sensor stream processing, utilizing zero-copy data transport to load camera frames directly into GPU memory. The codebase covers a broad surface of capabiliti
Integrates material definitions into renderers by compiling them to various shading languages.
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
Simulates realistic surfaces using physically based rendering materials with albedo, roughness, and normal maps.
Threestudio is a 3D generative AI framework designed to create three-dimensional assets from text prompts and images. It provides specialized pipelines for text-to-3D generation and image-to-3D reconstruction, utilizing a neural radiance field trainer to produce geometry and textures. The framework is distinguished by its support for hybrid geometry backends, including signed distance functions, tetrahedra grids, and volume grids. It employs score distillation sampling to guide the generation process and features a modular plugin system for loading custom modules and nodes. The system covers
Implements realistic lighting by learning albedo, metallic, and roughness properties.
Uses dedicated RT Cores to compute physically accurate lighting, shadows, and reflections in real time for 3D renders.
Spritejs is a graphics library and cross-platform 2D graphics engine designed for rendering geometric shapes and sprites across web, desktop, and mobile environments. It functions as a canvas-based sprite framework that manages elements using a document object model for positioning and styling. The project provides a web worker rendering engine that distributes graphic layers to offscreen canvases, preventing main thread blocking. It also includes a server-side graphics generator for producing visual elements and images in non-browser environments. The toolkit covers a broad range of graphic
Simulates real-world light and material interactions to render 3D models and textures.
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
A physically based rendering engine that simulates real-world material properties for photorealistic results.
Orillusion ब्राउज़र में उच्च-निष्ठा दृश्यों और विज़ुअल प्रभावों के लिए डिज़ाइन किया गया एक WebGPU 3D रेंडरिंग इंजन है। यह समानांतर गणितीय संचालन के लिए एक GPU कंप्यूट फ्रेमवर्क और यथार्थवादी सामग्री और सतहों के लिए एक भौतिक-आधारित रेंडरिंग ग्राफिक्स पाइपलाइन के रूप में कार्य करता है। सिस्टम में कंकाल एनिमेशन को चलाने और वर्टेक्स स्थितियों को इंटरपोलेट करने के लिए एक वेब-आधारित 3D एनिमेशन टूलकिट भी शामिल है। इंजन दृश्य लॉजिक के लिए एक एंटिटी घटक सिस्टम और एक मैक्रो-आधारित शेडर जनरेशन सिस्टम के उपयोग से प्रतिष्ठित है जो कई शेडर वेरिएंट बनाता है। यह CPU और GPU के बीच डेटा एक्सचेंज ओवरहेड को कम करने के लिए मेमोरी-मैप्ड बफ़र प्रबंधन के माध्यम से प्रदर्शन को अनुकूलित करता है। यह प्रोजेक्ट क्लस्टर्ड फॉरवर्ड रेंडरिंग, प्रोब-आधारित ग्लोबल इल्यूमिनेशन, और वॉल्यूमेट्रिक गॉड रेज़ और डेप्थ ऑफ़ फील्ड जैसे प्रभावों के साथ एक पोस्ट-प्रोसेसिंग पाइपलाइन सहित ग्राफिक्स क्षमताओं की एक विस्तृत श्रृंखला को कवर करता है। यह कणों और तरल पदार्थों के लिए GPU-त्वरित भौतिकी, टक्कर का पता लगाने, और हार्डवेयर-त्वरित यूजर इंटरफेस को और एकीकृत करता है।
Uses a physically based rendering pipeline to simulate realistic light interactions and surface materials.
यह प्रोजेक्ट एक भौतिक रूप से आधारित रेंडरिंग सिस्टम और रे ट्रेसिंग इंजन है जिसे फोटो-यथार्थवादी इमेजेस उत्पन्न करने के लिए डिज़ाइन किया गया है। यह एक स्पेक्ट्रल रेंडरिंग सिस्टम के रूप में कार्य करता है जो विच्छेदित तरंग दैर्ध्य बाल्टियों (discretized wavelength buckets) में रेडिएंस रिकॉर्ड करता है और भाग लेने वाले मीडिया के भीतर प्रकाश बिखरने और अवशोषण की गणना करने के लिए एक वॉल्यूमेट्रिक पाथ ट्रेसर के रूप में कार्य करता है। यह इंजन अपने रेंडरिंग पाइपलाइन को समानांतर ग्राफिक्स हार्डवेयर पर निष्पादित करने के लिए GPU त्वरण का उपयोग करता है। यह भौतिक कैमरा सिस्टम और इल्यूमिनेंट्स के व्यवहार का अनुकरण करने के लिए मापा स्पेक्ट्रल पावर वितरण और लेंस विवरण फ़ाइलों जैसे वास्तविक दुनिया के ऑप्टिकल डेटा को एकीकृत करता है। यह सिस्टम रेंडरिंग क्षमताओं की एक विस्तृत श्रृंखला को कवर करता है, जिसमें द्विदिश पाथ ट्रेसिंग और फोटॉन मैपिंग के माध्यम से जटिल प्रकाश परिवहन सिमुलेशन शामिल है। यह उच्च-जटिलता ज्यामिति हैंडलिंग, द्विदिश बिखरने वितरण कार्यों का उपयोग करके उन्नत सामग्री बिखरने और उच्च-गतिशील रेंज निर्यात के लिए G-बफर डेटा के निर्माण का समर्थन करता है। यह सॉफ्टवेयर एक इंटरफेस-आधारित घटक एक्स्टेंसिबिलिटी मॉडल प्रदान करता है जो कस्टम आकृतियों, कैमरों और सामग्रियों के एकीकरण की अनुमति देता है।
Simulates the physical behavior of light to produce high-fidelity images based on physically based rendering theories.
Tixl is a node-based motion graphics engine and procedural generation tool used to create 3D geometry and shaders. It utilizes a directed acyclic graph of operators and GPU-accelerated compute kernels to generate complex 3D shapes, particularly through the use of signed distance functions and particle simulations. The engine is highly extensible via a C# development framework that supports hot code reloading, allowing custom operator logic to be injected into the active runtime without restarting. It further distinguishes itself as a lighting controller, capable of translating 3D spatial attr
Employs physically based rendering to ensure consistent light behavior and material properties across 3D surfaces.
OpenMoonray एक प्रोडक्शन-ग्रेड फिजिकली बेस्ड रेंडरिंग सिस्टम और पाथ-ट्रेसिंग इंजन है। यह हाई-फिडेलिटी फोटो-रियलिस्टिक इमेज जेनरेट करने के लिए प्रकाश के भौतिक व्यवहार का अनुकरण करता है और जटिल 3D सीन और प्रोडक्शन पाइपलाइन्स को विज़ुअलाइज़ करने के लिए Universal Scene Description फाइलों के साथ संगत है। यह सिस्टम एक डिस्ट्रीब्यूटेड रेंडरिंग फ्रेमवर्क के रूप में डिज़ाइन किया गया है, जो इमेज जनरेशन को तेज करने के लिए भारी कंप्यूटेशनल वर्कलोड को कई मशीनों या क्लाउड क्लस्टर्स में विभाजित करने में सक्षम है। यह विभिन्न डिस्प्ले डिवाइसेस और कलर स्पेस में सुसंगत कलर मैनेजमेंट के लिए OpenColorIO को इंटीग्रेट करता है। यह प्रोजेक्ट 3D ज्योमेट्री और मटेरियल ऑथरिंग, वॉल्यूमेट्रिक इफेक्ट रेंडरिंग और नॉन-फोटो-रियलिस्टिक स्टाइलाइज़ेशन सहित क्षमताओं की एक विस्तृत श्रृंखला को कवर करता है। इसमें इमेज प्रोसेसिंग के लिए एक पोस्ट-रेंडर कंपोजिटिंग पाइपलाइन और रेंडर परफॉरमेंस एनालिसिस और लॉग इंस्पेक्शन के लिए मॉनिटरिंग टूल्स का एक सूट शामिल है। यह इंजन प्लगइन आर्किटेक्चर और Hydra रेंडर डेलीगेट्स के माध्यम से बाहरी 3D सॉफ्टवेयर और होस्ट एप्लिकेशन के साथ इंटीग्रेशन का समर्थन करता है।
Implements a production-grade physically based rendering system that simulates the physical behavior of light for photorealistic images.