mitsuba3
kobra
mitsuba3 | kobra | |
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14 | 3 | |
1,857 | 20 | |
2.3% | - | |
9.3 | 6.9 | |
3 days ago | 11 months ago | |
C++ | Cuda | |
GNU General Public License v3.0 or later | - |
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mitsuba3
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Spectral Ray Tracing
Some examples of Spectral ray tracers
Mitsuba is an open source research renderer with lots of cool features like differentiable rendering. https://www.mitsuba-renderer.org/
Maxwell has two spectral modes of varying accuracy. The more complex method is often used for optics. https://maxwellrender.com/
Manuka by Wētā FX is spectral and has been used in several feature films https://dl.acm.org/doi/10.1145/3182161 and https://www.wetafx.co.nz/research-and-tech/technology/manuka
- The Apparent Simplicity of RGB Rendering
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How do you know if a renderer renders the model colors correctly?
https://www.mitsuba-renderer.org/ is considered a high quality, freely available reference implementation for many of these issues.
- Path Tracer Project
- Mitsuba3 - Mitsuba 3: a retargetable forward and inverse renderer
- Mitsuba 3基于物理的渲染器 (Mitsuba 3 Physically Based Renderer)
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Mitsuba 3 Physically Based Renderer
IMHO it's "differentiable" that's the most interesting part of this. There's tons of physically based renderers.
It's odd that that word doesn't appear on http://www.mitsuba-renderer.org/ - unless "retargetable" carries a similar meaning?
kobra
- Kobra: A 3D Rendering Engine
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Path Tracing Engine
I have been working on a rendering engine for quite some months now. It primarily focuses on raytracing with OptiX (later plan to add GLSL/compute shader and Vulkan RTX) and is oriented towards advanced research in graphics. I would like to hear what others think of this project, and what they would like to see from something like this.
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Path Tracer Project
I've been working on a path tracer for the past few weeks, and I think I've got it to a presentable state. However, I feel like there is still a lot I could do, both in terms of image quality and performance. Any tips or cool things I could implement?
What are some alternatives?
pbrt-v3 - Source code for pbrt, the renderer described in the third edition of "Physically Based Rendering: From Theory To Implementation", by Matt Pharr, Wenzel Jakob, and Greg Humphreys.
CX3D - CX3D is an easy to use Game Framework for the development of 3D Games in C++.
ioq3 - The ioquake3 community effort to continue supporting/developing id's Quake III Arena
Terasology - Terasology - open source voxel world
Game-Engine-Development-Series - Game Engine Development Series - Learn to code a Game Engine in C++ from scratch