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Direct3D‑S2: Gigascale 3D Generation Made Easy with Spatial Sparse Attention
This project demonstrates the use of GPU mesh shaders to enhance object surfaces in real-time. The application is written in C++ and GLSL, utilizing the Vulkan API.
An OptiX/CUDA code sample showing how to quickly build ray-tracing acceleration structures for dynamic subdivision surfaces
Graphics and physics research, snippets, demos
Fully parallel construction of a half-edge data structure on GPU
Open3D: A Modern Library for 3D Data Processing
ManifoldPlus: A Robust and Scalable Watertight Manifold Surface Generation Method for Triangle Soups
QuadriFlow: A Scalable and Robust Method for Quadrangulation
Official repo for paper "Structured 3D Latents for Scalable and Versatile 3D Generation" (CVPR'25 Spotlight).
Differentiable rasterization applied to 3D model simplification tasks
Dynamic Tessellation on the GPU Using Mesh Shaders in DirectX12
The VCGlib is a C++, templated, no dependency, library for manipulation, processing and cleaning of triangle meshes
Game Engines with Source: Learning from the best
Per-Face Texture Mapping for Production Rendering https://wdas.github.io/ptex
Code example for CEDEC 2024 "Easy Start with GPU Ray Tracing! From GPU Programming Basics to ReSTIR".