Pcx
GPU-Planetary-Rendering
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Pcx | GPU-Planetary-Rendering | |
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11 | 1 | |
1,279 | 179 | |
- | - | |
0.0 | 10.0 | |
over 1 year ago | over 2 years ago | |
C# | C# | |
The Unlicense | Apache License 2.0 |
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Pcx
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VFX Graph - Point cloud waves
It's a very dense point cloud from Metashape, imported into VFX graph with Keijiro's PCX - https://github.com/keijiro/Pcx
- What tutorials would you like to see?
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Need help reducing my pointcloud size
Thanks for the answer! The problem is that I don'r render the point-cloud myself, I get it already as a cloud. What 3rd party app would you recommend? Anyone of these? https://www.danielgm.net/cc/ Cloudcompare https://laspy.readthedocs.io/en/latest/index.html Laspy https://numpy.org/ https://github.com/keijiro/Pcx
- 3D scan pointcloud in VR
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3D visualisation of point cloud
Yeah I have done this with unity using this https://github.com/keijiro/Pcx .
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[Shader noob] Disk shader for point cloud that will run on iOS and Android?
Hi, I am not familiar with shaders (did few tutorials) and I need a disk shader for the point cloud. I used so far https://github.com/keijiro/Pcx and disk shader there is nice but doesn't work on iOS. I would like to control the disk size, and ideally it would always face a camera.
- Scan 3d objects to save as an asset
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Point clouds shown only on the left eye!
I've visualized point clouds with HL 1 in two ways ( Potree Unity and Keijiro Pcx).
- Importing point cloud to Unity3d
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I made a music video using scans from around my apartment complex. Hope you guys like it! [Metashape + Unity]
Thank you! If you have a 4K camera, I would try making a video slowly walking around an area and then run it through Metashape or Meshroom. From there you can export the point cloud into Unity using this plugin: https://github.com/keijiro/Pcx
GPU-Planetary-Rendering
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How to solve repeating textures?
The way I solved it was by implementing a custom surface shader that used perlin noise to determine the frequency at which a texture would be applied to the terrain surface. This also depended on how the terrain propogated. I forget the exact details as this was a small project from a while ago. But I was untimately able to mitigate any sort tileing/repeteing effect while only using a 64px texture. A very similar method to mine is used in this Github repo and might be worth taking a look at https://github.com/simeonradivoev/GPU-Planetary-Rendering
What are some alternatives?
BA_PointCloud - PointCloud-BachelorThesis
TexturePanner - This repository hosts a shader for Unity3D whose main goal is to facilitate the creation of neon-like signs, conveyor belts and basically whatever based on scrolling textures
grass-bending - A replacement for Unity's terrain vegetation shader with alpha blended rendering and touch bending effect
procedural-stochastic-texturing - Modified Shader Graph package implementing Procedural Stochastic Texturing
StableFluids - A straightforward GPU implementation of Jos Stam's "Stable Fluids" on Unity.
Realtime-Compute-Shader-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 [Moved to: https://github.com/Pjbomb2/TrueTrace-Pathtracer]
TestbedHDRP - Testbed project for Unity HDRP (High Definition Render Pipeline)
GPUInstance - Instancing & Animation library for Unity3D
VL.Fuse - A library for visually programming on the GPU, built to enable rapid workflows and modular approaches to accelerated graphics, logic and computation.
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
Kino - A collection of custom post processing effects for Unity
hextile-demo - demonstrates hex-tiling