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12 个仓库

Awesome GitHub RepositoriesDepth Buffers

Mechanisms for tracking pixel depth to resolve surface visibility and hidden surface removal.

Distinct from Visibility Utilities: None of the UI-focused visibility candidates are appropriate for 3D graphics depth-buffer implementations.

Explore 12 awesome GitHub repositories matching graphics & multimedia · Depth Buffers. Refine with filters or upvote what's useful.

Awesome Depth Buffers GitHub Repositories

用 AI 发现最棒的仓库。我们将通过 AI 为您搜索最匹配的仓库。
  • ssloy/tinyrendererssloy 的头像

    ssloy/tinyrenderer

    23,252在 GitHub 上查看↗

    Tinyrenderer is a C++ library designed as an educational tool for building a 3D graphics pipeline from scratch. It provides a software-defined rendering environment that executes all geometric transformations and rasterization tasks on the central processor, intentionally avoiding reliance on external hardware acceleration or graphics libraries. The project serves as a pedagogical resource for understanding the fundamental mathematical principles of computer graphics. It enables users to implement custom shader pipelines and core rendering techniques, such as barycentric coordinate calculatio

    The renderer tracks the depth of each pixel during rendering and discards fragments that are obscured by previously drawn surfaces to ensure accurate hidden surface removal.

    C++3d3d-graphicsc-plus-plus
    在 GitHub 上查看↗23,252
  • gfx-rs/wgpugfx-rs 的头像

    gfx-rs/wgpu

    17,382在 GitHub 上查看↗

    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

    Maintains z-coordinate buffers to automatically determine pixel visibility and draw order.

    Rustd3d12gpuhacktoberfest
    在 GitHub 上查看↗17,382
  • godotengine/godot-demo-projectsgodotengine 的头像

    godotengine/godot-demo-projects

    8,250在 GitHub 上查看↗

    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

    Adjusts camera near and far clipping planes to prevent Z-fighting and flickering of overlapping 3D objects.

    GDScript
    在 GitHub 上查看↗8,250
  • id-software/quake-iii-arenaid-Software 的头像

    id-Software/Quake-III-Arena

    8,053在 GitHub 上查看↗

    Quake III Arena is a first-person shooter game engine and arena combat simulator. It consists of the original C++ game source code for a cross-platform 3D game designed to run on Windows, Linux, and Mac. The project provides the source code necessary to render a first-person shooter experience, focusing on player-versus-player battles in closed 3D environments. It serves as a resource for legacy game preservation and the study of early 3D game engine construction. The engine incorporates spatial partitioning, client-side prediction, and state synchronization to manage multiplayer networking

    Implements a Z-buffer to track pixel depth and resolve surface visibility for 3D rendering.

    C
    在 GitHub 上查看↗8,053
  • zeux/meshoptimizerzeux 的头像

    zeux/meshoptimizer

    7,283在 GitHub 上查看↗

    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.

    Creates a specialized index buffer for depth-only rendering passes to reduce the total count of unique vertices.

    C++compressiongltfgpu
    在 GitHub 上查看↗7,283
  • tixl3d/tixltixl3d 的头像

    tixl3d/tixl

    5,004在 GitHub 上查看↗

    Tixl 是一个基于节点的动态图形引擎和程序化生成工具,用于创建 3D 几何体和着色器。它利用有向无环图(DAG)操作符和 GPU 加速计算内核来生成复杂的 3D 形状,特别是通过使用符号距离函数(SDF)和粒子模拟。 该引擎通过 C# 开发框架具有高度可扩展性,支持热代码重载,允许在不重启的情况下将自定义操作符逻辑注入到活动运行时中。它还作为一个灯光控制器脱颖而出,能够将 3D 空间属性和旋转转换为 DMX 和 ArtNet 协议,以驱动物理舞台设备。 该平台涵盖了广泛的能力,包括通过 FFT 分析实现的音频响应可视化、关键帧和程序化动画,以及通过 MIDI 和 OSC 集成的实时外部控制。其渲染流水线支持基于物理的渲染(PBR)和自定义着色器构建,同时该环境还提供了用于投影映射和独立可执行文件部署的工具。 该项目提供了一个用于构建应用程序的 CLI 和一个用于创建 C# 扩展的开发界面。

    Tracks pixel distance from the camera to resolve surface visibility and handle hidden surface removal in 3D scenes.

    C#animationdesigndirectx
    在 GitHub 上查看↗5,004
  • gfxfundamentals/webgl-fundamentalsgfxfundamentals 的头像

    gfxfundamentals/webgl-fundamentals

    5,004在 GitHub 上查看↗

    webgl-fundamentals 是一个全面的教育资源和图形教程,用于学习使用 WebGL API 进行硬件加速的 2D 和 3D 渲染。它作为一个结构化的 3D 图形课程和 GPU 编程参考,引导用户从基础几何体到高级渲染技术,完整了解图形流水线。 该项目提供了关于 GLSL 着色器开发的详细指南,包括顶点着色器和片段着色器的创建。它特别专注于实时光照模型的实现(如方向光、点光源和聚光灯),以及阴影映射和纹理映射工作流的应用。 该资源涵盖了广泛的计算机图形能力,包括 3D 空间数学、用于透视和正交视图的相机系统实现,以及矩阵变换的使用。它还包括执行通用 GPU 计算(GPGPU)以及通过索引顶点优化渲染性能的说明。

    Implements a Z-buffer to manage pixel visibility and ensure correct object occlusion in 3D scenes.

    HTML3d3d-mathglsl
    在 GitHub 上查看↗5,004
  • crosire/reshadecrosire 的头像

    crosire/reshade

    5,021在 GitHub 上查看↗

    ReShade is a post-processing shader injector that hooks into DirectX, OpenGL, and Vulkan rendering pipelines to apply custom shaders in real time. It operates by injecting a DLL into the target process, intercepting graphics API calls, and inserting a configurable pipeline of user-selected shader effects that read color and depth buffers to alter the final output. The project distinguishes itself through depth buffer auto-detection, which automatically identifies the depth-stencil attachment in the rendering pipeline, enabling per-pixel depth effects such as ambient occlusion and depth-of-fie

    Automatically identifies the depth-stencil buffer to enable per-pixel depth effects like ambient occlusion.

    C++compilerd3d11d3d12
    在 GitHub 上查看↗5,021
  • nerfstudio-project/gsplatnerfstudio-project 的头像

    nerfstudio-project/gsplat

    4,528在 GitHub 上查看↗

    gsplat is a high-performance differentiable rasterization engine for 3D Gaussian splatting, designed for real-time novel view synthesis from 2D images. It provides a complete pipeline for reconstructing 3D scenes by optimizing differentiable Gaussian representations, training models from COLMAP-processed captures or proprietary device files, and generating new viewpoints through a CUDA-accelerated rendering backend. The framework distinguishes itself through memory-optimized CUDA kernels that reduce training memory usage by up to 4x compared to standard implementations while matching publishe

    Generates depth maps from 3D Gaussian scenes during the rasterization process.

    Pythongaussian-splatting
    在 GitHub 上查看↗4,528
  • overv/vulkantutorialOverv 的头像

    Overv/VulkanTutorial

    3,675在 GitHub 上查看↗

    VulkanTutorial is a comprehensive educational guide and instructional resource for implementing low-level rendering and compute pipelines using the Vulkan API. It serves as a GPU programming course and a step-by-step guide for building high-performance graphics applications from scratch. The project provides detailed instruction on the full graphics pipeline, including the compilation of shaders to SPIR-V bytecode, the configuration of rasterization states, and the implementation of 3D graphics pipelines. It also covers general-purpose GPU compute programming, focusing on the execution of par

    Implements depth testing to prevent fragments from being drawn over closer geometry using Z-coordinate comparisons.

    C++computer-graphicscppgraphics-programming
    在 GitHub 上查看↗3,675
  • zauonlok/rendererzauonlok 的头像

    zauonlok/renderer

    2,745在 GitHub 上查看↗

    Renderer is a low-level software graphics engine implemented in standard C for educational and experimental real-time computer graphics. It functions as a CPU rasterizer that computes vertex transformations, clipping, texturing, and lighting entirely through software computation without requiring hardware acceleration. The software includes a geometry pipeline supporting depth and alpha testing, geometry clipping and culling, and perspective-correct attribute interpolation. Its lighting and shading subsystem provides advanced physical simulation including metallic-roughness and specular-gloss

    Resolves visible surfaces and transparency using depth buffer comparisons and alpha evaluations.

    C3d3d-graphicsc
    在 GitHub 上查看↗2,745
  • learnopengles/learn-opengles-tutorialslearnopengles 的头像

    learnopengles/Learn-OpenGLES-Tutorials

    1,060在 GitHub 上查看↗

    该仓库作为开发者学习移动端和嵌入式图形编程的教育资源。它提供了一系列教程和教学代码示例,专注于使用 OpenGL ES 图形接口实现渲染技术。 该项目涵盖了图形流水线的基本组件,包括基于着色器的可编程阶段、基于矩阵的坐标转换和纹理映射。它还演示了管理图形硬件的实用技术,例如顶点缓冲区流式传输、状态管理和深度缓冲区隐藏面消除。 这些材料旨在支持移动应用自定义渲染流水线的开发。内容强调跨平台图形教育,提供关于编写顶点和片段着色器以控制移动硬件上视觉输出的指导。

    Implements depth-buffer hidden surface removal to ensure correct visibility of 3D objects during the rasterization process.

    Java
    在 GitHub 上查看↗1,060
  1. Home
  2. Graphics & Multimedia
  3. Depth Buffers

探索子标签

  • Attribute BufferingStorage of multi-dimensional attributes alongside depth and color values in GPU memory. **Distinct from Depth Buffers:** Covers general multi-dimensional attribute storage for analysis, extending beyond simple visibility/depth tracking.
  • Auto-Detection MechanismsAutomatically identifies the depth-stencil buffer attachment in the rendering pipeline to enable per-pixel depth effects. **Distinct from Depth Buffers:** Distinct from Depth Buffers: focuses on automatic detection of the depth buffer rather than the buffer itself.
  • Depth Buffer OptimizationManagement of clipping planes and precision to prevent Z-fighting and visual flickering. **Distinct from Depth Buffers:** Focuses on the optimization of the depth buffer's precision rather than just the existence of the buffer.
  • Framebuffer Attachment SynchronizationAligning depth image views with framebuffers and adjusting resolutions during window resize events. **Distinct from Depth Buffers:** Specifically covers the binding and resize synchronization of depth buffers in a framebuffer, not just depth tracking.
  • Gaussian Depth Map ExtractorsGenerating depth maps from 3D Gaussian scenes during rasterization for geometric analysis. **Distinct from Depth Buffers:** Distinct from Depth Buffers: extracts depth maps from Gaussian splatting scenes rather than tracking pixel depth for visibility.
  • Render Pass Depth ConfigurationDefining depth attachments and clear operations within a graphics render pass. **Distinct from Depth Buffers:** Focuses on the render pass configuration level rather than the general depth buffer mechanism.
  • Shadow Index BuffersOptimized index buffers specifically designed for depth-only rendering passes. **Distinct from Depth Buffers:** Specializes Depth Buffers by providing an optimized index sequence to reduce vertex shader overhead during shadow passes.