three-gpu-pathtracer
three-mesh-bvh
three-gpu-pathtracer | three-mesh-bvh | |
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3 | 5 | |
1,227 | 2,313 | |
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9.8 | 9.5 | |
19 days ago | 4 days ago | |
JavaScript | JavaScript | |
MIT License | MIT License |
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three-gpu-pathtracer
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CUDA Accelerated Raytracer
Yeah this is neat but it is 90% not done and that is being generous.
For a open source path tracer with a full glTF compatible material model and lighting and runs in the browser check out:
https://github.com/gkjohnson/three-gpu-pathtracer
Or if you want hardcore features look at Moonray from Dreamworks:
https://github.com/dreamworksanimation/openmoonray
- GitHub - gkjohnson/three-gpu-pathtracer: Path tracing renderer and utilities for three.js built on top of three-mesh-bvh.
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Web application 3D model illumination, HDRI or Physical?
And you also have up and coming tech like path tracing, which isn't real time, but will most likely be in a few years and achieve great results. I've just tweeted about integrating this renderer in polygonjs
three-mesh-bvh
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Procedural CAD Modelling tools for WebGL
the default one ( with the sop/boolean node ) uses https://github.com/gkjohnson/three-mesh-bvh, which is very stable already.
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Checking a mesh is inside another mesh
Have you tried using https://github.com/gkjohnson/three-mesh-bvh ? That may give you some easier collision detection tools.
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Super Soldier Battle Game - Three.js - AWS Serverless
The game is currently unplayable for me (10fps) and I can run Witcher 3, so I definitely should be able to run this. You need to do some heavy optimizations. Looking at the console, while there is a high amount of time spent on rendering, over half the frame is spent on raycasting. You have to either reduce the amount of raycasters in your game, reduce the number of objects raycast against, divide meshes into smaller chunks (default raycast loops through entire geometry, so highpoly large meshes are really bad for you) and/or use BVH to speed up raycasting https://github.com/gkjohnson/three-mesh-bvh
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FPS-style controls with a large GLB model loaded
There is a different raycast method, not too hard to implement and that probably will run a lot better https://github.com/gkjohnson/three-mesh-bvh
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Raycaster is lagging/superslow on mouse move event
or trying https://github.com/gkjohnson/three-mesh-bvh
What are some alternatives?
3D-Mars-landing-page - I used Three.js to create a great landing page in this tutorial. You'll briefly learn how to use orbit controls and dat.gui. By the end of the tutorial, you'll learn to create an awesome website like this.
drei - 🥉 useful helpers for react-three-fiber
GaussianSplats3D - Three.js-based implementation of 3D Gaussian splatting
THREE.js-PathTracing-Renderer - 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-Renderer/Geometry_Showcase.html
three-bvh-csg - A flexible, memory compact, fast and dynamic CSG implementation on top of three-mesh-bvh
3DTilesRendererJS - Renderer for 3D Tiles in Javascript using three.js
bump - Heart in a sphere in a box
three-typescript-webpack-starter - A starter project for using Three.js, TypeScript, SCSS and Webpack.
the-cube - The Cube - A Rubik's Cube Game
three.js - JavaScript 3D Library.
raytracer - C++ raytracer that supports custom models. Supports running the calculations on the CPU using C++11 threads or in the GPU via CUDA.
THREE-CSGMesh - Conversion of a CSG library for use with modern THREE.js