Stars
Source code for "Progressive Denoising of Monte Carlo Rendered Images".
Real-time PathTracing with global illumination and progressive rendering, all on top of the Three.js WebGL framework. Click here for Live Demo: https://erichlof.github.io/THREE.js-PathTracing-Rende…
All documents related to my master thesis
A MIT-licensed, deployable starter kit for building and customizing your own version of AI town - a virtual town where AI characters live, chat and socialize.
Real-time physical light transport (PLT) framework
A Gradio web UI for Large Language Models.
Implementation of Dreambooth (https://arxiv.org/abs/2208.12242) with Stable Diffusion
Code sample accompanying the article "Crash Course in BRDF Implementation"
The high-speed OpenGL, OpenCL, OpenAL, OpenXR, GLFW, SDL, Vulkan, Assimp, WebGPU, and DirectX bindings library your mother warned you about.
C++ implementation of "Stochastic Generation of (t,s) Sample Sequences", by Helmer, Christensen, and Kensler (2021)
Supplemental code accompanying Ray Tracing Gems II, Chapter 14: The Reference Path Tracer
Rendering Point Clouds with Compute Shaders
High-performance moving least squares material point method (MLS-MPM) solver. (ACM Transactions on Graphics, SIGGRAPH 2018)
Ray tracing examples and tutorials using VK_KHR_ray_tracing
Yocto/GL: Tiny C++ Libraries for Data-Driven Physically-based Graphics
A beginner-friendly Vulkan path tracing tutorial in under 300 lines of C++.
Recovers passwords from pixelized screenshots
Authors' implementation of the article "Simulation, Modeling, and Authoring of Glaciers", SIGGRAPH Asia 2020
Fluid simulation engine for computer graphics applications
🤖🖌️ Generate photo-realistic textures based on source images or (soon) PBR materials. Remix, remake, mashup! Useful if you want to create variations on a theme or elaborate on an existing texture.
A C++ library that directly reads Photoshop PSD files.
Mitsuba 2: A Retargetable Forward and Inverse Renderer