Graphic Engine & Game Engine open source list!
Official
Engine
Engine EnginePlugin OfflinePathTracing RealTimePathTracing SoftRenderer RenderingDesign
Rendering
GI VolumeRendering PostProcessing Stylize Transparency VFX Standard Format
Emulation
Optimization
Acceleration SpatialDataStructures RenderPath
Util
Util SDF Math Image&Color Noise Mesh Platform UI
Tools
Tutorial
Other
- Unity Unity-Technologies unity3d-jp UnityLabs Unity-China
- AMD GPUOpen-LibrariesAndSDKs GPUOpen-Tools GPUOpen-Effects GPUOpen-Drivers
- NVIDIA NVIDIAGameWorks nvpro-samples NVIDIA-RTX NVIDIA NVlabs
- Intel Intel GameTechDev https://software.intel.com/gamedev
- ARM ARM-software
- Qualcomm SnapdragonStudios
- PowerVR powervr-graphics
- Microsoft microsoft
- TheKhronosGroup The Khronos Group https://www.khronos.org/
- AcademySoftwareFoundation Academy Software Foundation https://www.aswf.io/
- Pixar Pixar Animation Studios http://graphics.pixar.com
- SideEfects sideeffects
- IdSoftware id-Software
- InteractiveComputerGraphics
- UnrealEngine ⭐ https://www.unrealengine.com/ (source available, no FOSS)
- CRYENGINE ⭐ https://www.cryengine.com/
- o3de https://www.o3de.org/
- godot Godot Engine – Multi-platform 2D and 3D game engine https://godotengine.org
- WickedEngine C++ game engine focusing on modern rendering techniques and performance. https://wickedengine.net
- filament Filament is a physically based rendering engine for Android, Windows, Linux and macOS
- Falcor Real-Time Rendering Framework, NVIDIA
- Klayag A cross-platform open source game engine with plugin-based architecture
- G3D Graphics research and rapid prototyping in OpenGL and C++
- Ogre ogre github mirror
- OpenSceneGraph http://www.openscenegraph.org
- stride Stride Game Engine (formerly Xenko)
- anki-3d-engine AnKi 3D Engine - OGL/Vulkan backends, modern renderer, scripting, physics and more
- SpartanEngine Game engine with an emphasis on architectual quality and performance
- DummyEngine Small cross platform Vulkan/OpenGL 3d engine for personal experimentation
- ETEngine Realtime 3D Game-Engine with a focus on space sim. Written in C++ 14
- nebula Nebula is an open-source and free-to-use modern C++ game engine.
- Granite Personal Vulkan renderer
- FlaxEngine Multi-platform 3D game engine. (source available, no FOSS)
- island Project Island is an experimental, hot-reloading Vulkan renderer/proto-engine for Linux, written in C/C++.
- three.js JavaScript 3D library. https://threejs.org/
- Babylon.js A powerful, beautiful, simple, and open game and rendering engine packed into a friendly JavaScript framework.
- cesium An open-source JavaScript library for world-class 3D globes and maps
- playcanvas ast and lightweight WebGL game engine https://playcanvas.com/
- Graphics Unity Graphics - Including Scriptable Render Pipeline
- armory -3D Game Engine for Blender
- RenderPipeline -PBR and Deferred Rendering for the Panda3D game engine
- ray-mmd physically-based rendering at mikumikudance
- bgfx ⭐ -Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library
- igl Intermediate Graphics Library (IGL) is a cross-platform library that commands the GPU. It provides a single low-level cross-platform interface on top of various graphics APIs (e.g. OpenGL, Metal and Vulkan).
- The-Forge The Forge Cross-Platform Rendering Framework PC, macOS / iOS, Android, XBOX, PS4
- DiligentEngine A modern cross-platform low-level 3D graphics library http://diligentgraphics.com/diligent-engine/
- MethaneKit Modern 3D graphics made simple with C++17 cross-platform framework and rendering abstraction API on top of DirectX 12, Metal & Vulkan
- LLGL Low Level Graphics Library (LLGL) is a thin abstraction layer for the modern graphics APIs OpenGL, Direct3D, Vulkan, and Metal
- nvrhi NVIDIA Rendering Hardware Interface
- herebedragons A basic 3D scene implemented with various engines, frameworks or APIs.
- glfw A multi-platform library for OpenGL, OpenGL ES, Vulkan, window and input
- MoltenVK Vulkan graphics and compute API, that runs on Apple's Metal graphics framework
- dxvk Vulkan-based D3D11 implementation for Linux / Wine
- angle A conformant OpenGL ES implementation for Windows, Mac, Linux, iOS and Android.
- Vita3K Experimental PlayStation Vita emulator vita3k.org/
- vkd3d-proton vkd3d-proton is a fork of VKD3D, which aims to implement the full Direct3D 12 API on top of Vulkan. The project serves as the development effort for Direct3D 12 support in Proton.
- Tellusim_Core_SDK Cross-platform C++ SDK for graphics, compute, and simulation. Supports GPU-accelerated algorithms, meshes, images, and UI, with bindings for C#, Rust, Swift, and Python. Prebuilt builds and docs available.
- embree A collection of high-performance ray tracing kernels, developed at Intel.
- openmoonray MoonRay is DreamWorks’ open-source, award-winning, state-of-the-art production MCRT renderer
- RadeonRays RadeonProRender ray intersection acceleration library for hardware and software multiplatforms using CPU and GPU
- mitsuba3 👍 Mitsuba 3: A Retargetable Forward and Inverse Renderer http://mitsuba-renderer.org/
- appleseed A modern open source rendering engine for animation and visual effects https://appleseedhq.net/
- pbrt Source code for "Physically Based Rendering: From Theory To Implementation"
- LuxCoreRender https://www.luxcorerender.org
- ospray A Ray Tracing Based Rendering Engine for High-Fidelity Visualization
- tungsten High performance physically based renderer in C++11
- etx-tracer Physically-based CPU and GPU ray-tracer
- nori Nori: an educational ray tracer https://wjakob.github.io/nori
- nanort single header only modern ray tracing kernel.
- yocto-gl Yocto/GL: Tiny C++ Libraries for Physically-based Graphics
- SORT Simple Open-source Ray Tracer https://agraphicsguy.wordpress.com/
- fermat a high performance research oriented physically based rendering system, trying to produce beautiful pictures following the mathematician’s principle of least time
- gatling Hydra-enabled GPU path tracer that supports MaterialX and MDL
- kajiya Experimental real-time global illumination renderer
- PLTFalcor Real-time physical light transport (PLT) framework
- lighthouse2 Lighthouse 2 framework for real-time ray tracing
- Path-Tracing-SDK Real-time path tracing library and sample
- Candela Pathtraced Realtime Engine
- Lumen A Vulkan Raytracing framework for various bidirectional path tracing techniques
- IDKEngine OpenGL Toy-"Engine" with Wavefront Path Tracer and Rasterizer Pipeline with Voxel Cone Tracing/Global Illumination
- tinyrenderer A brief computer graphics / rendering course
- foolrenderer A tiny software renderer implemented from scratch without the use of graphics API, used to understand how GPUs work.
- OpenSWR A High Performance, Highly Scalable Software Rasterizer for OpenGL
- miaow An open source GPU based off of the AMD Southern Islands ISA.
- SalviaRenderer SALVIA is the rasterizer based software renderer. The goal of SALVIA is capacity of Direct3D 10+.
- coco3d Coco3D is a real-time 3D software renderer for Windows PCs and mobile devices
- swiftshader high-performance CPU-based implementation of the OpenGL ES and Direct3D 9 graphics APIs
- mesa 👍 https://www.mesa3d.org
- renderer A shader-based software renderer written from scratch in C89 https://zauonlok.github.io/renderer/
- SoftwareRenderer Software rendering engine with PBR. Built from scratch on C++.
- RetroWarp The GPU is implemented with "pure" software rendering
- grr Gpu Renderer and Rasterizer - for python
- virglrenderer VirGL virtual OpenGL renderer
- AMDVLK AMD Open Source Driver For Vulkan
- open-gpu-kernel-modules NVIDIA Linux open GPU kernel module source
- EmberGL A low-level open source graphics library, similar to OpenGL/DirectX/Vulkan, designed for real-time 2D/3D rendering on MCUs and other memory constrained non-GPU systems
- SoftGLRender Tiny C++ Software Renderer / Rasterizer, and implements OpenGL and Vulkan renderers for comparison
- raster2mesh This project demonstrates a fun and intriguing approach to rasterize anything towards a mesh, using only GPU pixel shaders and rasterization on OpenGL 4.2.
- PortableGL An implementation of OpenGL 3.x-ish in clean C
- FrameGraph vulkan abstraction layer that represent frame as a task graph
- DataDrivenRendering Data Driven Rendering repository
- vuk vuk - A rendergraph-based abstraction for Vulkan
- fg Rendering abstraction which describes a frame as a directed acyclic graph of render tasks and resources.
- RenderGraph Render graph management library.
- FrameGraph Renderer agnostic frame graph library Example
- LegitEngine A rendergraph-based graphical framework for Vulkan
- PathFinder An attempt to build a modern renderer using modern graphic APIs. Pillars of the architecture are Bindless Resources and Render Graph.
- Skybolt C++/Python-based 3D geospatial application for simulating and visualizing dynamic objects in planetary environments
- cesium An open-source JavaScript library for world-class 3D globes and maps
- cesium-unreal Bringing the 3D geospatial ecosystem to Unreal Engine
- IlluminationComparison A comparison of typical illumination methods. (SSAO, HBO, VXGI, and Ray Traced Global Illumination)
- dirtchamber A mixed reality testing environment for real-time global illumination algorithms
- DXR-Sandbox-GI Simple DirectX 12 toy framework for testing Global Illumination: Reflective Shadow Mapping, Light Propagation Volume, Voxel Cone Tracing, DXR
- SHTest Spherical Harmonic Lighting (Direct/Shadowed/Indirect/Subsurface)
- SphericalHarmonicLighting Global Illumination using Spherical Harmonics
- Urho3D-1.4-SphericalHarmonicLighting Testing spherical harmonic lighting based on the spherical-harmonic-lighting.pdf
- Probulator 👍 Experimentation framework for probe-based lighting
- hyper3d-envmapgen Pre-filtered mipmapped radiance environment map generator that runs on WebAssembly.
- envtools Utilities to manipulate spherical images
- webgl-deferred-irradiance-volumes An implementation of deferred irradiance volumes in WebGL
- RealTimeGI Real-Time Global Illumination - University of Leeds MSc Project.
- Precomputed-Light-Field-Probes Real-Time Global Illumination using Precomputed Light Field Probes
- RTXGI-DDGI RTX Global Illumination (RTXGI) SDK
- LuxGI Hybrid GI solution, based on DDGI ( include Ray-Tracing and SDF-Tracing )
- PRT Precomputed Radiance Transfer in OpenGL
- RTXGI RTXGI v2.0 Update including Neural Radiance Cache and Spatial Hash Radiance Cache
- BrixelizerGi FidelityFX Brixelizer GI is a simplified implementation of AMD GI-1.0
- Capsaicin
- SurfelPlus [SIGGRAPH 25 Poster] A realtime global illumination renderer using Surfels as scene cache.
- SurfelGI Real-Time dynamic global illumination based on surfel. This project is based on GIBS presented at SIGGRAPH 2021.
- VSGL Fast Indirect Illumination Using Two Virtual Spherical Gaussian Lights
- simple-instant-radiosity
- GIGL Tiny Global Illumination OpenGL Renderer
- qt5-shadow-maps Shadow mapping implementation with Qt5 and OpenGL
- Light-Propagation-Volumes
- GI-LPV Implement global illumination with OCaml, using light propagation volumes
- Nigiri A fully-dynamic voxel-based global illumination system for Unity.
- SEGI Almost real-time Global Illumination for Unity.
- Unity-SRP-VXGI Voxel-based Global Illumination using Unity Scriptable Render Pipeline.
- VCTRenderer Deferred voxel shading for real-time global illumination. https://jose-villegas.github.io/post/deferred_voxel_shading/
- voxel-cone-tracing A real-time global illumination implementation using voxel cone tracing.
- VoxelConeTracingGI Global illumination with Voxel Cone Tracing in fully dynamic scenes using a 3D clipmap to support huge areas around the camera while maintaining a low memory footprint.
- Vulkan-VXGI-VR-FrameWork University of Pennsylvania, CIS 565: GPU Programming and Architecture, Final Project
- MAGE Game and rendering engine featuring both forward and deferred PBR (physically-based rendering) pipelines with optional indirect illumination using Voxel Cone Tracing.
- VoxelConeTracing An implementation of the "Voxel Cone Tracing" global illumination technique proposed by Cyril Crassin
- VCTGI GPU-based real-time global illumination renderer based on voxel cone tracing
- DXE A voxel cone traced realtime Global Illumination rendering engine in dx12, wip
- Voxel_Cone_Tracing Voxel-Cone-Tracing easy to understand
- SSRT3 Real-time global illumination using screen-space information for Unity HDRP
- URP_SSR Screen space reflection for Unity 2022 and Unity6
- UnitySSGIURP Screen Space Global Illumination for Unity URP (Universal Render Pipeline).
- SSGI-URP Screen Space Global Illumination for Unity Universal Render Pipeline
- FSSGI Fast Screen Space Global Illumination
- mfssgi
- src-dgi Surfel Radiance Cascades Diffuse Global Illumination
- RadianceCascadesUnity A simple 2D implementation of Radiance Cascades by Alexander Sannikov in Unity
- Unity-2D-Radiance-Cascade-Demo Demo 2D implementation of radiance cascade global illumination in Unity.
- minpt A path tracer in 300 lines of C++
- GLSL-PathTracer 👍 A GLSL Path Tracer
- path_tracer 👍 An educational path tracer written in C using Vulkan to supplement a lecture series on path tracing.
- PSRayTracing A (modern) C++ implementation of the first two books of the Peter Shirley Ray Tracing mini-books
- rayn A small path tracing renderer written in Rust.
- TrueTrace-Unity-Pathtracer A passion projects that has been going on for awhile, finally at a place where I feel comfortable tentatively uploading it to Github for others
- RVPT Realtime Vulkan path tracer from scratch kind of thing
- simple-bidirectional-pathtracer
- edubpt
- Volumetric-Path-Tracer Volumetric path tracer using cuda
- simple-spectral A Simple Spectral Renderer
- HIPRT-Path-Tracer Unbiased & physically-based GPU HIPRT (C++/HIP) interactive path tracing renderer
- Q2RTX NVIDIA’s implementation of RTX ray-tracing in Quake II zyanidelab/Q2RTX
- Quartz Physically based Vulkan RTX path tracer with a declarative ES7-like scene description language.
- DXRPathTracer A (very) simple path tracer implemented using DirectX Ray Tracing (DXR)
- WispRenderer RTX Ray Tracing Renderer, made by Y3 students at Breda University of Applied Science https://teamwisp.github.io
- rtx-explore DirectX Raytracing Path Tracer
- Kaguya This is a hobby project using DirectX 12 and DirectX RayTracing (DXR)
- RayTracingInVulkan Implementation of Peter Shirley's Ray Tracing In One Weekend book using Vulkan and NVIDIA's RTX extension.
- PBRVulkan Vulkan Real-time Path Tracer Engine
- Helios Real-time unidirectional GPU path tracer using the cross-vendor Vulkan ray-tracing extensions.
- vk_mini_path_tracer A beginner-friendly Vulkan path tracing tutorial in under 300 lines of C++.
- RTXDI RTX Dynamic Illumination is a framework that facilitates the implementations of efficient direct light sampling in real-time renderers
- VolumetricReSTIRRelease SIGGRAPH Asia 2021 paper "Fast Volume Rendering with Spatiotemporal Reservoir Resampling"
- ReSTIR-Vulkan Vulkan implementation of ReSTIR
- Reservoir-Spatio-Temporal-Importance-Resampling-ReSTIR Reservoir Spatio Temporal Importance Resampling
- ReSTIR_PT Source Code for SIGGRAPH 2022 Paper "Generalized Resampled Importance Sampling: Foundations of ReSTIR"
- CPMFIGIOTVVD Correlated Photon Mapping for Interactive Global Illumination of Time-Varying Volumetric Data by Daniel Jönsson and Anders Ynnerman
- SOPGI A VEX raytracer for SideFX Houdini with photon mapping global illumination and full recursive reflections and refractions
- DXR-PhotonMapper An implementation of Photon Mapping using DXR
- RTProgressivePhotonMapper A Hardware Raytracing based Progressive Photon Mapper using Falcor 5.2
- KinoObscurance Alchemy Ambient Obscurance ---AlchemyHPG11
- ScalableAmbientObscurance https://research.nvidia.com/publication/scalable-ambient-obscurance
- XeGTAO An implementation of [Jimenez et al., 2016] Ground Truth Ambient Occlusion, MIT license
- ASSAO Adaptive Screen Space Ambient Occlusion
- Robust Screen Space Ambient Occlusion Robust Screen Space Ambient Occlusion
- HBAOPlus HBAO+ is a SSAO algorithm designed to achieve high efficiency on DX11 GPUs.
- gl_ssao optimized screen-space ambient occlusion, cache-aware hbao
- VXAO Voxel Ambient Occlusion
- MiniEngineAO SSAO image effect from Microsoft MiniEngine, ported to Unity.
- NNAO Neural Network Ambien Occlusion
- dssdo Deferred Screen Space Directional Occlusion http://kayru.org/articles/dssdo/
- AmplifyOcclusion Full source-code for Amplify Occlusion plugin for Unity AmplifyOcclusion-URP
- Unity-Ground-Truth-Ambient-Occlusion A physically based screen space ambient occulsion post processing effect
- Unity-GeoAO Fast ambien occlusion in Unity at runtime
- RTAO Ray Traced Ambient Occlusion (RTAO) implemented using DirectX Raytracing (DXR)
- BNAO A tiny, GPU-based Bent Normal and Ambient Occlusion baker for Unity.
- dxr-ao-bake A demo of ambient occlusion map baking using DXR
- aobaker ambient occlusion baking tool
- VertexColorBaker An AssetPostprocessor for Unity that can bake ambient occlusion and curvature information into mesh vertex color channels.
- ssbn Screen Space Bent Normals
- GzRNM brings Radiosity Normal Mapping/Directional Light Mapping to Unity 3D!
- SSbumpGenerator A GUI interface to a tool for generating SSBumps (Self Shadowed Bump Maps).
- lightmapper A C/C++ single-file library for drop-in lightmap baking. Just use your existing OpenGL renderer to bounce light!
- seamoptimizer A C/C++ single-file library that minimizes the hard transition errors of disjoint edges in lightmaps.
- BakingLab A D3D11 application for experimenting with Spherical Gaussian lightmaps
- GPULightmass Luoshuang's GPULightmass for UE4
- trianglepacker Triangle packer for light map
- HDR_Lightmapper Implements a cycles based lightmapper with denoiser
- The_Lightmapper Fast and easy baked GI Lightmaps for Blender and Cycles
- LightmapperToy This project is a hobby lightmapper completely based on Houdini geometry nodes. Basically it grew out of a re-implementation of Matt's The Baking Lab with some modification.
- DeepIllumination Code and examples from our paper "Deep Illumination: Approximating Dynamic Global Illumination with Generative Adversarial Networks," by Manu Mathew Thomas and Angus Forbes
- LGHDemo Real-Time Rendering with Lighting Grid Hierarchy I3D 2019 Demo
- PBGI Point Based Global Illumination
- SC_Tracer photon mapping for global illumination and caustic
- Crystal-Caustics Approximated crystal caustics effect in Unity.
- ComputeStochasticReflections Compute Stochastic Screen Space Reflections for unity post processing
- kode80SSR An open source screen space reflections implementation for Unity3D 5.
- StochasticScreenSpaceReflection
- Unity-Screen-Space-Reflection Clearly Screen Space Reflection
- UnitySSR Open source screen space reflection for Unity 5
- Unity-ScreenSpaceReflections-URP SSR solution for Unity URP
- synthese_image author's blog
- URP_ScreenSpacePlanarReflections Simple example of implementing screen space planar reflections as a RenderFeature for URP
- UnityURP-MobileScreenSpacePlanarReflection A simple and fast ScreenSpacePlanarReflection(SSPR) as a standalone reusable RendererFeature in URP.
- Jin-Engine-2.1 The implementation of Pixel-projected Screen Space Reflections
- BakedReflectionsUnity 👍 Reflection Probe Atlas impl. for Unity
- SS-refraction-through-depth-peeling-in-threejs Screen space refraction through depth peeling in threejs
- realtimeshadows codes
- Shadows 👍 A sample app that demonstrates several techniques for rendering real-time shadow maps
- UnityPCSS Nvidia's PCSS soft shadow algorithm implemented in Unity
- ContactShadows Experimental implementation of contact shadows for Unity.
- HFTS NVIDIA Hybrid Frustum Traced Shadows in NVIDIA ShadowLib.
- ShadowFX DirectX 11 and 12 library that provides a scalable and GCN-optimized solution for deferred shadow filtering
- Cinder-Experiments A collection of experiments, samples and other bits of code.
- of-ESMShadowMapping Exponential Shadow Mapping in openFrameworks
- RayTracedShadows This demo implements BVH construction and GPU traversal for rendering hard shadows.
- InlineRayTracingShadows Sample scene that uses ray traced shadows generated by a compute shader using ray queries.
- RaytracedHardShadow DXR based raytraced hard shadow for Unity
- ShadowVolume Shadow Volume for Static-Scene-Object of Unity
- variance_shadow_mapping_vk Variance shadow mapping for omni lights with Vulkan
- Precomputed-Shadow-Fields-for-Dynamic-Scenes A realization of computing soft shadow by shadow fields
- DeepShadowMap Real-Time Deep Shadow Maps for Unity3D
- CachedShadowMaps Cached Shadow Map Solution for Unity
- Unity-Capsule-Shadows A work in progress solution for capsule shadows in Unity.
- Analytic Soft Shadows (Built-In/URP) Analytic Soft Shadows is a real-time soft shadowing solution with shadows defined by Spheres, Capsules and Boxes
- Compressed-shadow-maps Demo code for the compressed shadow maps project
- voxelized-shadows-improved Construction and sampling of precomputed shadows in a compressed voxel octree
- ocTreeVoxelizedShadows Voxelized shadows implemented based on octree The Unity technical team recommends that large terrain be used instead of baking
- VolFx Selective Post Processing with buffer system
- PostProcessing Post Processing Stack
- reshade-shaders A collection of post-processing shaders written for ReShade. https://reshade.me
- GShade GShade is a highly modified ReShade fork & utility package with numerous improvements and settings autodetection for over 300 games.
- CobraFX CobraFX comprises SirCobra's contribution of shaders for ReShade.
- OtisFX A small set of effects for Reshade
- Cat-PostProcessing various post-processing effects for Unity
- CMAA2 Conservative Morphological Anti-Aliasing 2.0
- MSAAFilter MSAA and Temporal AA Sample
- temporal Temporal Reprojection Anti-Aliasing for Unity 5.0+
- TAA_Unity_URP Temporal Anti-Aliasing(TAA) for Unity’s Universal Render Pipeline
- smaa SMAA: Subpixel Morphological Antialiasing, is a very efficient GPU-based MLAA implementation
- smaaDemo Subpixel Morphological AntiAliasing OpenGL/Vulkan demo
- SMAA SMAA in unity3D
- SpecularAA A demo of various normal map filtering techniques for reducing specular aliasing
- glsl-fxaa FXAA implementation for glslify in WebGL
- Phone-wire AA
- DLAA (DLAA) Directionally Localized antiAliasing
- TAA-STAR C++/Vulkan Implementations of State of the Art Temporal Anti-Aliasing Techniques
- UE4 DLSS DLSS Plugin for Unreal Engine
- Fast-Adaptive-AA This is a modification of Timothy Lottes' PC FXAA v3 with a different Edge Detection algorithm that prevents blurring and catches edges better. For Reshade
- oidn Intel(R) Open Image Denoise library http://www.openimagedenoise.org/
- NvidiaAIDenoiser A simple implementation of Nvidia's AI denoiser
- RealTimeDenoisingNeuralBilateralGrid [EGSR2020] Real-time Monte Carlo Denoising with the Neural Bilateral Grid
- practicalDenoising Reference Implementation of Practical Denoising for VFX Production Using Temporal Blur
- bcd Bayesian Collaborative Denoiser for Monte-Carlo Rendering
- glslSmartDeNoise 👍 Fast glsl spatial deNoise filter
- SE-Natural-Bloom-Dirty-Lens (Legacy) post-processing effect for Unity.
- Unity_StarGlow This is an implementation of Kawase's light-streak.
- tonemapper A tool for exploring and applying various tonemapping operators.
- glsl-tone-map A collection of tone mapping functions available both as ES modules strings and as GLSL files for use with glslify
- ToneMapping A collection of tone mappers for the display of 3D graphics
- AgXc Fork of Troy.S AgX, a display rendering transform available via OCIO and more
- prod80-ReShade-Repository Highly advanced Color Effects created for Reshade
- aces-dev AMPAS Academy Color Encoding System Developer Resources http://www.oscars.org/aces
- tony-mc-mapface Takes HDR Rec.709/sRGB stimulus, and maps it to LDR. It's tranquil and collected, and won't set your eyes ablaze.
- flim flim - Filmic Color Transform
- NeuralNetworkPostProcessing Unity Post Processing with Convolution Neural Network
- RunwayML-for-Unity RunwayML for Unity 🎯 https://runwayml.com/integrations
- Procedural-painting Procedural painting algorithms in Unity 3d with compute shaders based on genetic evolution algorithms
- Waifu2xBarracuda Waifu2x Unity Barracuda implementation
- barracuda-style-transfer Companion code for the Unity Style Transfer blog post, showcasing realtime style transfer using Barracuda.
- triangle Convert images to computer generated art using delaunay triangulation
- UnityImageEffects Post Processing Effects for Unity
- android-gpuimage Android filters based on OpenGL (idea from GPUImage for iOS)
- NonuniformBlur A very fast approximation to large-kernel Gaussian blur with nonuniform blur radii, by making use of box-filtered mip maps V-cycle
- OptiScaler OptiScaler bridges upscaling/frame gen across GPUs.
- FidelityFX-FSR FidelityFX Super Resolution
- Anime4K A High-Quality Real Time Upscaler for Anime Video
- Magpie Magpie 是一个轻量级的窗口缩放工具,内置了多种高效的缩放算法和滤镜。它主要用于提升游戏画质和让不支持全屏化的游戏也能全屏显示等。
- Waifu2x-Extension-GUI Video, Image and GIF upscale/enlarge(Super-Resolution) and Video frame interpolation. Achieved with Waifu2x, Real-ESRGAN, Real-CUGAN, RTX Video Super Resolution VSR, SRMD, RealSR, Anime4K, RIFE, IFRNet, CAIN, DAIN, and ACNet.
- mosaiikki Checkerboard rendering with Magnum and OpenGL
- DynamicCheckerboardRendering Checkerboard Rendering and Dynamic Resolution Rendering in the DX12 MiniEngine
- JPEG-MP4-Compression-PostProcessing-Effect-for-Unity3D This package aims to accurately recreate the effect of JPEG/MP4 compression as a PostProcessing Effect
- libbsdf Library for BSDF, BRDF, and BTDF
- brdf brdfExplorer
- BRDFExplorer http://corralx.github.io/projects
- Lux Lux – open source physically based shader framework for unity
- Alloy Alloy physical shader framework for Unity. https://alloy.rustltd.com/
- AntonovSuit
- brdf Code sample accompanying the article "Crash Course in BRDF Implementation"
- anisotropic_layered_material Code for "Real-time Rendering of Layered Materials with Anisotropic Normal Distributions", SIGGRAPH ASIA 2019.
- WaveOpticsBrdf This code implements the key ideas of the paper: Rendering Specular Microgeometry with Wave Optics, by Ling-Qi Yan, Miloš Hašan, Bruce Walter, Steve Marschner, Ravi Ramamoorthi.
- svbrdf-oculus materials from Two-Shot SVBRDF Capture for Stationary Materials by Aittala et al (2015).
- Matmorpher Code repository for the EGSR 2021 paper MatMorpher: A Morphing Operator for SVBRDFs
- DeepInverseRendering Deep Inverse Rendering for High-resolution SVBRDF Estimation from an Arbitrary Number of Images
- Subsurface-Light-Transport-Raytracer
- SingleScatteringEditing
- hitchhikersscatter A Hitchhiker’s Guide to Multiple Scattering
- IBLBaker Light probe generation and BRDF authoring for physically based shading.
- cmftStudio cross-platform open-source cubemap filtering tool.
- PBR An implementation of physically based shading model & image based lighting in various graphics APIs.
- LTC_BRDF_Fit BRDF fitting code for LTC Area Lights by Heitz et al.
- ltc_code Code for "Real-Time Polygonal-Light Shading with Linearly Transformed Cosines"
- rtswplusd Real-Time Shading with Polyhedral Lights using Silhouette Detection
- BezierLightLTC An official implementation of the paper "Real-Time Shading of Free-Form Area Lights using Linearly Transformed Cosines".
- FastTranslucentShader
- separable-sss iryoku's SSSSS
- ScreenSpaceSubsurfaceScattering
- SubsurfaceScattering An implementation of a set screen space physically-based subsurface scattering algorithms
- MultipassTranslucency fake subsurface-scattering shader, using multiple passes with different blend ops to calculate thickness without reading back the depth buffer.
- subsurfaceScatteringMat https://n8python.github.io/subsurfaceScatteringMat/
- pbrt-skin-bssrdf Implementation of Donner & Jensen's "A Spectral BSSRDF for Shading Human Skin" in PBRT
- skin-shader-unity GPU Gems 3 - Chapter 14 using the Unity engine
- Unity-Human-Skin-Shader-PC
- FaceWorks A middleware library and sample application for high-quality skin and eye rendering
- TressFX DirectX 11 library that provides convenient access to realistically rendered and simulated hair and fur
- vkhr Real-Time Hybrid Hair Rendering using Vulkan™
- WetaHair Implementation of "Importance Sampling for Physically-Based Hair Fiber Models"
- libWetHair A Multi-Scale Model for Simulating Liquid-Hair Interactions http://libwethair.info
- Realtime-Vulkan-Hair University of Pennsylvania, CIS 565: GPU Programming and Architecture, Final Project
- VHair A highly experimental hair rendering and simulation solution for the Unity game engine
- Hair-Renderer-2 Vulkan-based strand-level hair renderer
- fabric-micro-detail-scattering Micro Detail Fabric Shader
- UnityFurURP Fur shader implementation for URP
- UnityFurShader Fur shader for Unity.
- ShellFurGodot Add-on that adds a fur node to the Godot engine, using a shell based approach to imitate fur strands.
- specular-manifold-sampling Code for "Specular Manifold Sampling for Rendering High-Frequency Caustics and Glints" (SIGGRAPH 2020)
- real_time_glint real_time_glint_dictgenerator Procedural Physically based BRDF for Real-Time Rendering of Glints.
-
crest 👍 A class-leading water system implemented in Unity
-
Ceto 👍 Ceto: Ocean system for Unity
-
GodotOceanWaves FFT-based ocean-wave rendering, implemented in Godot
-
Environment-Project An Environment Simulation project for Unreal Engine 4.
-
Ocean Community Next Gen Next gen iteration of the unity community ocean shader
-
VaOcean Ocean Surface Simulation Plugin for Unreal Engine 4
-
whitecaps Real-time Animation and Rendering of Ocean Whitecaps
-
Water Sum of sines and fft fluid simulation with a physically based water shader
-
EncinoWaves Implementation of "Empirical Directional Wave Spectra for Computer Graphics" paper by Christopher Horvath
-
HigWaterSystem2 Hig Water System 2.0 is an advanced, user-friendly, and realistic ocean surface rendering solution focused on simulating lifelike visuals.