3,160 results for “topic:3d-graphics”
A brief computer graphics / rendering course
Filament is a real-time physically based rendering engine for Android, iOS, Windows, Linux, macOS, and WebGL2
🎮 A step-by-step guide to implementing SSAO, depth of field, lighting, normal mapping, and more for your 3D game.
Creative Coding: Generative Art, Data visualization, Interaction Design, Resources.
A collaboration friendly studio for NeRFs
OpenSCAD - The Programmers Solid 3D CAD Modeller
Open 3D Engine (O3DE) is an Apache 2.0-licensed multi-platform 3D engine that enables developers and content creators to build AAA games, cinema-quality 3D worlds, and high-fidelity simulations without any fees or commercial obligations.
Draco is a library for compressing and decompressing 3D geometric meshes and point clouds. It is intended to improve the storage and transmission of 3D graphics.
A brief computer graphics / rendering course
Game engine
A list of papers and datasets about point cloud analysis (processing)
Fast and minimalist 3D viewer.
The multiplayer game engine
A procedural Blender pipeline for photorealistic training image generation
Go 3D Game Engine (http://g3n.rocks)
Yocto/GL: Tiny C++ Libraries for Data-Driven Physically-based Graphics
A shader-based software renderer written from scratch in C89
A cross platform app for quick and easy still image camera matching
A brief computer graphics / rendering course
3D game engine with lua scripting
A python module for scientific analysis of 3D data based on VTK and Numpy
Vulkan Quake port based on QuakeSpasm
MaterialX is an open standard for the exchange of rich material and look-development content across applications and renderers.
Code repository for Zero123++: a Single Image to Consistent Multi-view Diffusion Base Model.
486 lines of C++: old-school FPS in a weekend
3D CAD viewer and converter based on Qt + OpenCascade
An open source C++ game engine.
3D Maps & Terrain SDK (C++)
Horde3D is a small 3D rendering and animation engine. It is written in an effort to create an engine being as lightweight and conceptually clean as possible.
Clustered Forward/Deferred renderer with Physically Based Shading, Image Based Lighting and a whole lot of OpenGL.