Starred repositories
A game engine with an emphasis on real-time cutting-edge solutions
A profiler to disclose and quantify hardware features on GPUs.
EntityX - A fast, type-safe C++ Entity-Component system
Utility libraries for Vulkan developers
Frequently asked questions about Entity Component Systems
Vulkan best practice for mobile developers
Demo for Practical High-Performance Rendering on Mobile Platforms (GDC 2023)
Implementing Different Algorithms to mimic Bokeh Depth Of Field: A Physical Camera Effect created due to Focal Length, Aperture size, shape
A comic browser,support Android / iOS / MacOS / Windows / Linux.
List of some useful databases and resources for Computer Graphics
GPU Raytracer from scratch in C++/CUDA
A High Performance Compute Shader Based Mesh Pathtracer in Unity3d without RT Cores
High-Performance Rendering Framework on Stream Architectures
Source code for SIGGRAPH Asia 2021 paper "Fast Volume Rendering with Spatiotemporal Reservoir Resampling"
Optimized implementation of camera stacking for UI only in HDRP.
Unity plugin that provide AsyncGPUReadback for OpenGL
Real-Time fluid dynamics for games implementation in Unity
Fluid Simulation Implementation in Compute Shaders using Unity3D
A simple Monte Carlo path tracer based on assignment 7 of GAMES101 originally, accelerated by C++ multithreading or CUDA.
LTC approximation of the Anisotropic GGX for real-time area light shading with anisotropic reflection.
A Python framework for accelerated simulation, data generation and spatial computing.
Source Code for SIGGRAPH 2022 Paper "Generalized Resampled Importance Sampling: Foundations of ReSTIR"