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This project is a manifold learning and non-linear dimensionality reduction library used to project high-dimensional data into lower-dimensional spaces while preserving topological structure. It functions as a parametric embedding framework and a topological data visualization library for identifying clusters and patterns within complex datasets. The library distinguishes itself through parametric neural mapping, which uses neural networks to learn functional mappings that allow for out-of-sample projections and the reconstruction of original data. It supports supervised and semi-supervised d
The Book of Shaders is an interactive educational guide and curriculum for learning GLSL fragment shader programming to create procedural graphics and visual effects. It provides a structured learning path and a categorized reference guide for data types, built-in functions, and mathematical operations used in shader development. The project features a web-based shader sandbox and interactive editor that allows for real-time iteration and visualization of GLSL code. Users can experiment with procedural art and share their results via unique URLs. The curriculum covers a wide range of graphic
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
Ogre is a high-level 3D rendering engine designed for creating games, simulations, and visualizations without requiring low-level graphics API code. It functions as a framework for real-time 3D graphics processing, providing a physically based renderer to simulate lifelike surfaces and lighting. The engine includes specialized systems for skeletal animation to control character movement and a terrain generation system for producing large textured landscapes. These features are supported by automatic levels of detail and distance-based mesh management to maintain performance. The project cove
NonEuclidean is a graphics framework and rendering engine designed to compute and display three-dimensional scenes using non-standard spatial rules and geometries. It serves as a visualization tool for exploring complex mathematical spaces where traditional Euclidean laws of distance and angle do not apply.
The main features of hackerpoet/noneuclidean are: Non-Euclidean Metric Projections, Graphics Programming, Non-Euclidean Space Projections, Geometry Visualization Tools, 3D Rendering Engines, Non-Euclidean Graphics Frameworks, Metric Tensor Calculations, Experimental Spatial Design.
Projects with overlapping indexed features include: lmcinnes/umap — This project is a manifold learning and non-linear dimensionality reduction library used to project high-dimensional… patriciogonzalezvivo/thebookofshaders — The Book of Shaders is an interactive educational guide and curriculum for learning GLSL fragment shader programming… ogrecave/ogre — Ogre is a high-level 3D rendering engine designed for creating games, simulations, and visualizations without… mrdoob/three.js — This project is a high-level 3D graphics engine designed to render complex, hardware-accelerated environments within… graphdeco-inria/gaussian-splatting — Gaussian Splatting is a computational framework designed to transform sparse sets of two-dimensional photographs into… thecherno/hazel — Hazel is a C++ game development framework and 3D graphics rendering engine designed for building high-performance…