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Top 23 C++ computer-graphic Projects
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InfluxDB
Power Real-Time Data Analytics at Scale. Get real-time insights from all types of time series data with InfluxDB. Ingest, query, and analyze billions of data points in real-time with unbounded cardinality.
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MaterialX
MaterialX is an open standard for the exchange of rich material and look-development content across applications and renderers.
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Blender-FLIP-Fluids
The FLIP Fluids addon is a tool that helps you set up, run, and render high quality liquid fluid effects all within Blender, the free and open source 3D creation suite.
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SoftGLRender
Tiny C++ Software Renderer / Rasterizer, and implements OpenGL and Vulkan renderers for comparison
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cinolib
A generic programming header only C++ library for processing polygonal and polyhedral meshes
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Imath
Imath is a C++ and python library of 2D and 3D vector, matrix, and math operations for computer graphics
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The haughtiness is not for nothing. Since Dec 2023, they made a lame excuse that Pytorch didn't support 3.12: https://github.com/taichi-dev/taichi/issues/8365#issuecommen...
Later, even when Pytorch added support for 3.12, nothing changed (so far) in Taichi.
C++: How OpenGL works: software rendering in 500 lines of code
Please try looking through some large open source projects and contributing major contributions by familiarizing yourself with the code base, learning multiple programming languages, and not having major bugs in your code. I'd imagine you wouldn't want to do this.
Project mention: Does anyone else agree that the links to the latest development version of Open3D don't work? | /r/cscareerquestions | 2023-07-10I was going to file a bug about another issue, but I have to download the development version. This is why I want this solved quickly. None of the links seem to work: https://github.com/isl-org/Open3D/issues/6259
Source: https://github.com/ssloy/tinyraytracer
If all else fails, you may want to consider a premium addon like FLIP Fluids, which in my experience feels more stable than the default fluid sim, though it may be a bit costly. Consider trying the demo.
You mean you want to draw the individual stars themselves? It's likely just a texture, probably white so that it can be colored differently for each star. This is how I've done it. Try a Google image search for "flare texture". You can find some of the ones I used here (flare*.jpg): https://github.com/fegennari/3DWorld/tree/master/textures
Project mention: Show HN: Realtime Global Illumination on Older Hardware [video] | news.ycombinator.com | 2023-07-24Hi everyone,
A few months ago I posted here on HN about my open source 3D rendering engine. Since then I've been working on the new version which implements additional modern graphics techniques while still running on older GTX 10 series hardware.
This includes emission mapping, FXAA+TAA, better mesh LOD generation and selection, but the biggest one was an overhaul of the global illumination system.
The global illumination overhaul was the biggest aspect of the new release. The goal was better visuals than the previous version while maintaining equal performance. I wanted to outline how it works and what I had to do to make it work.
= How It Works =
* Direct lighting: Handled using standard rasterization pipeline with cascaded shadow mapping
* 2nd bounce of light: Approximated by a set of virtual point lights
* 3rd bounce of light: Not directly simulated but shadows are tapered to prevent harsh cutoff. VPLs can also be placed in open spaces to help spread light where it wouldn't be able to go without a true 3rd bounce.
* Adaptive sampling: maximum of 4200 virtual lights per frame are selected. Each pixel computes lighting using between 1 and 10 random samples based on object's distance to camera and whether or not the lighting history was recently discarded for that pixel (recently discarded = temporarily sample more heavily).
* Spatial resampling: each pixel can look at a few of its neighbors each frame. If the neighbor is a good fit it will merge that neighbor's samples into its own to increase the effective sample count.
* Denoise and temporal accumulation: 2 level wavelet denoiser combined with temporal accumulation to get rid of most noise and stabilize the image even when in motion.
= Maintaining Performance =
There are a few key ways that this version is able to both look better yet have the same performance as the previous version on the same hardware.
1) Reuse as much data as possible between frames. This is where the temporal accumulation aspect comes into play.
2) VPLs are updated slowly over many frames to prevent any single frame from halting the system.
3) With thousands of VPLs per frame, they can't all be factored in for each pixel. It's too much work. The approach was to instead sample from the set of VPLs randomly, reuse as much data spatially as possible, denoise the result and temporally accumulate 1 second worth of frames.
I'm very happy with the results! Roughly the same performance as the previous version but better visuals.
GitHub (open sourced under the MPL-2.0 license): https://github.com/KTStephano/StratusGFX
Image Showreel: https://ktstephano.github.io/portfolio
High-Level Tech Breakdown: https://ktstephano.github.io/rendering/stratusgfx/frame_anal...
C++ computer-graphics discussion
C++ computer-graphics related posts
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Does anyone else agree that the links to the latest development version of Open3D don't work?
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How to stop fluid simulation from exploding?
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Generating Master of Orion 2 like starmap
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Map Generation by Diamond Square with Shading and Raycasted Shadows.
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Is there any way to get Flip Fluids for free?
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How to manage a buffer containing objects of varying size? For sparse chunk loading/unloading
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Procedurally Generated Spider Model and Animation
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Index
What are some of the best open-source computer-graphic projects in C++? This list will help you:
Project | Stars | |
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1 | taichi | 24,930 |
2 | tinyrenderer | 19,663 |
3 | blender | 11,921 |
4 | Open3D | 10,682 |
5 | tinyraytracer | 4,928 |
6 | VulkanTutorial | 3,037 |
7 | yocto-gl | 2,776 |
8 | tinykaboom | 2,322 |
9 | OpenShadingLanguage | 2,042 |
10 | fluid-engine-dev | 1,819 |
11 | Anime4KCPP | 1,764 |
12 | MaterialX | 1,762 |
13 | Blender-FLIP-Fluids | 1,623 |
14 | Easy3D | 1,288 |
15 | 3DWorld | 1,095 |
16 | antons_opengl_tutorials_book | 941 |
17 | SoftGLRender | 940 |
18 | cinolib | 845 |
19 | towr | 836 |
20 | StratusGFX | 629 |
21 | Imath | 355 |
22 | gerbolyze | 341 |
23 | GraphiteThree | 208 |