32 个仓库
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.
这是一个跨平台游戏引擎和开发工具包,专为创建高性能 2D 和 3D 游戏而设计。它既是一个 3D 图形渲染引擎,也是一个基于 Web 的游戏框架,允许应用程序通过单一代码库部署到移动端、桌面端和 Web 环境中。 该引擎具有可配置的渲染流水线,支持前向和延迟渲染路径。它利用跨平台图形抽象层和通用着色器转换,确保在不同硬件和平台上的一致视觉输出。 该工具包包括用于物理渲染、骨骼动画和碰撞与运动实时物理模拟的集成系统。其他功能涵盖粒子效果生成、地形几何编辑以及复杂用户界面元素的构建。
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 是一款图形库和跨平台 2D 图形引擎,专为在 Web、桌面和移动环境中渲染几何图形和精灵(Sprite)而设计。它作为一个基于 Canvas 的精灵框架,通过文档对象模型(DOM)来管理元素的定位和样式。 该项目提供了一个 Web Worker 渲染引擎,将图形层分配到离屏 Canvas,从而防止主线程阻塞。它还包含一个服务器端图形生成器,用于在非浏览器环境中生成视觉元素和图像。 该工具包涵盖了广泛的图形功能,包括具有物理模拟和虚拟相机的 3D 渲染,以及用于创建图表和图形等数据可视化的矢量图形。它还支持折线、椭圆和多边形等几何图元的渲染。
Simulates real-world light and material interactions to render 3D models and textures.
Kajiya 是一个基于物理的渲染引擎和实时全局光照渲染器。它利用 GPU 加速的路径追踪器来模拟现实世界的材质属性(如粗糙度和金属感),以实现照片级的视觉效果。 该引擎集成了时间超分辨率(Temporal Super-Resolution)上采样器,通过从低分辨率内部帧重建图像来提高最终渲染分辨率。它还通过路径追踪生成高保真参考图像,以验证实时光照输出的视觉准确性。 该系统涵盖了 3D 场景可视化和资产管理,包括网格和场景配置的导入。它还支持使用高动态范围(HDR)图像进行基于图像的光照,以提供逼真的环境光照效果。
A physically based rendering engine that simulates real-world material properties for photorealistic results.
Orillusion 是一个 WebGPU 3D 渲染引擎,专为浏览器中的高保真场景和视觉效果而设计。它作为一个用于并行数学运算的 GPU 计算框架,以及一个用于逼真材质和表面的基于物理的渲染(PBR)图形流水线。该系统还包括一个基于 Web 的 3D 动画工具包,用于驱动骨骼动画和插值顶点位置。 该引擎的独特之处在于使用实体组件系统(ECS)进行场景逻辑,以及一个创建多个着色器变体的基于宏的着色器生成系统。它通过内存映射缓冲区管理来优化性能,以减少 CPU 和 GPU 之间的数据交换开销。 该项目涵盖了广泛的图形功能,包括集群前向渲染、基于探针的全局光照,以及带有体积光和景深等效果的后处理流水线。它进一步集成了用于粒子和流体的 GPU 加速物理、碰撞检测以及硬件加速的用户界面。
Uses a physically based rendering pipeline to simulate realistic light interactions and surface materials.
本项目是一个基于物理的渲染系统和光线追踪引擎,旨在生成照片级真实感图像。它作为一个光谱渲染系统,记录离散波长桶中的辐射,并作为体积路径追踪器来计算参与介质内的光散射和吸收。 该引擎利用 GPU 加速在并行图形硬件上执行其渲染流水线。它集成了现实世界的光学数据,如测量的光谱功率分布和镜头描述文件,以模拟物理相机系统和光源的行为。 该系统涵盖了广泛的渲染能力,包括通过双向路径追踪和光子映射进行的复杂光传输模拟。它支持高复杂度几何处理、使用双向散射分布函数(BSDF)的高级材质散射,以及用于高动态范围导出的 G-buffer 数据生成。 该软件提供了一个基于接口的组件扩展模型,允许集成自定义形状、相机和材质。
Simulates the physical behavior of light to produce high-fidelity images based on physically based rendering theories.
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。
Employs physically based rendering to ensure consistent light behavior and material properties across 3D surfaces.
OpenMoonray 是一个生产级的物理渲染系统和路径追踪引擎。它模拟光的物理行为以生成高保真的照片级真实感图像,并与通用场景描述(Universal Scene Description)文件兼容,用于可视化复杂的 3D 场景和生产流水线。 该系统被设计为一个分布式渲染框架,能够将繁重的计算工作负载拆分到多台机器或云集群上,以加速图像生成。它集成了 OpenColorIO,以在不同的显示设备和色彩空间之间实现一致的色彩管理。 该项目涵盖了广泛的功能,包括 3D 几何和材质创作、体积效果渲染以及非照片级真实感风格化。它具有用于图像处理的渲染后合成流水线,以及用于渲染性能分析和日志检查的一套监控工具。 该引擎支持通过插件架构和 Hydra 渲染代理与外部 3D 软件和宿主应用程序集成。
Implements a production-grade physically based rendering system that simulates the physical behavior of light for photorealistic images.