graphics-programming

Open-source projects categorized as graphics-programming

Top 23 graphics-programming Open-Source Projects

  • 3d-game-shaders-for-beginners

    🎮 A step-by-step guide to implementing SSAO, depth of field, lighting, normal mapping, and more for your 3D game.

  • Project mention: The Book of Shaders | news.ycombinator.com | 2024-01-09

    This is a great series if you’re looking for a tutorial. https://lettier.github.io/3d-game-shaders-for-beginners/inde...

  • awesome-creative-coding

    Creative Coding: Generative Art, Data visualization, Interaction Design, Resources.

  • Project mention: What Is Generative Art? | news.ycombinator.com | 2024-05-20

    There is a bunch of related "awesome lists" on github.

    https://github.com/terkelg/awesome-creative-coding

    https://github.com/kosmos/awesome-generative-art

    https://github.com/cdr6934/awesome-generative-books

  • 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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  • renderdoc

    RenderDoc is a stand-alone graphics debugging tool.

  • Project mention: Building the DirectX shader compiler better than Microsoft? | news.ycombinator.com | 2024-02-10
  • vulkano

    Safe and rich Rust wrapper around the Vulkan API

  • SHADERed

    Lightweight, cross-platform & full-featured shader IDE

  • Project mention: Confused in terms of where to start with framework/technology etc. Need help picking between learning ShaderToy v/s OpenGL v/s WebGL | /r/GraphicsProgramming | 2023-06-20

    If you specifically want to learn shader programming then https://shadered.org/ is a lot more practical than Shadertoy.

  • Vulkan-Samples

    One stop solution for all Vulkan samples

  • Project mention: Google's First Tensor Processing Unit: Architecture | news.ycombinator.com | 2024-03-31

    Vulcan is a driver-level API. It competes with DirectX and OpenGL.

    CUDA is a language you write kernels. It competes with OpenAI's Triton language.

    Here's what CUDA looks like: https://github.com/tspeterkim/flash-attention-minimal/blob/m...

    This is what Triton looks like: https://triton-lang.org/main/getting-started/tutorials/06-fu...

    By contrast Vulcan looks like this: https://github.com/KhronosGroup/Vulkan-Samples/blob/main/sam...

    (It's true to some extent that maybe you could use Vulcan shaders to write deep learning kernels, maybe? I'm not aware of anyone doing it though)

  • DiligentEngine

    A modern cross-platform low-level graphics library and rendering framework

  • Project mention: Diligent Engine 2.5.5: High-Level Rendering, SSR, SSAO, DoF | news.ycombinator.com | 2024-05-16
  • SaaSHub

    SaaSHub - Software Alternatives and Reviews. SaaSHub helps you find the best software and product alternatives

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  • VulkanTutorial

    Tutorial for the Vulkan graphics and compute API

  • tinykaboom

    A brief computer graphics / rendering course

  • windowjs

    Window.js is an open-source Javascript runtime for desktop graphics programming.

  • herebedragons

    A basic 3D scene implemented with various engines, frameworks or APIs.

  • geogram

    a programming library with geometric algorithms

  • Project mention: Voronoi Diagram and Delaunay Triangulation in O(nlog(n)) (2020) | news.ycombinator.com | 2023-10-25

    Interesting question! By virtue of being a tree, the MST produces at most 3 edges coming out of any vertex, so this should be the same in 3D. The MST then adds (sometimes) a 4th edge, so, although you could build both graphs in 3D space, you would still end up with 4 edges coming out of any vertex, I think.

    In 3D space the Delaunay triangulation would produce a bunch of irregular tetrahedra, so the edges coming out from every vertex would vary between a minimum of 3, and a maximum of 12, if I get it right (ref: [1] :-).

    The 3D Voronoi cells are another story... I found some implementation that you can play with to see how it looks [2] [3], each cell is of a shape called "convex polytope". It feels like these cells are packed like each of the sub-cubes of a rubik, but I'm not 100% sure :-) ... if that's true, you could jump from each vertex to the next in at most 17 directions? (hand-waves :-p)

    --

    1: https://en.wikipedia.org/wiki/Tetrahedron#/media/File:M_tic....

    2: https://github.com/BrunoLevy/geogram/wiki/Delaunay3D

    3: https://math.lbl.gov/voro++/examples/

  • lume

    Create 3D web applications with HTML. Bring a new depth to your DOM! (by lume)

  • Project mention: Lume: Create 3D web applications with HTML | news.ycombinator.com | 2024-01-15
  • Mixture

    Mixture is a powerful node-based tool crafted in unity to generate all kinds of textures in realtime

  • HybridRenderingEngine

    Clustered Forward/Deferred renderer with Physically Based Shading, Image Based Lighting and a whole lot of OpenGL.

  • foolrenderer

    A tiny software renderer implemented from scratch without the use of graphics API, used to understand how GPUs work.

  • JKQtPlotter

    an extensive Qt5 & Qt6 Plotter framework (including a feature-richt plotter widget, a speed-optimized, but limited variant and a LaTeX equation renderer!), written fully in C/C++ and without external dependencies

  • MethaneKit

    🎲 Modern 3D graphics made simple with C++17 cross-platform framework and rendering abstraction API on top of DirectX 12, Metal & Vulkan

  • shader-park-core

    A JavaScript library for creating real-time 2D and 3D shaders. JS -> Shader. https://shaderpark.com/ https://twitter.com/shaderpark

  • Project mention: Painting with Math: A Gentle Study of Raymarching | news.ycombinator.com | 2023-09-15

    For anyone interested in playing around with SDFs, my friend and I made this open source library to make working with them more efficient, and you can write shaders using javascript https://github.com/shader-park/shader-park-core

  • StratusGFX

    Realtime 3D rendering engine

  • Project mention: Show HN: Realtime Global Illumination on Older Hardware [video] | news.ycombinator.com | 2023-07-24

    Hi 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...

  • SoftwareRenderer

    Software rendering engine with PBR. Built from scratch on C++.

  • react

    A wrapper component that allows you to utilise P5 sketches within React apps. (by P5-wrapper)

  • relion

    Image-processing software for cryo-electron microscopy

  • SaaSHub

    SaaSHub - Software Alternatives and Reviews. SaaSHub helps you find the best software and product alternatives

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NOTE: The open source projects on this list are ordered by number of github stars. The number of mentions indicates repo mentiontions in the last 12 Months or since we started tracking (Dec 2020).

graphics-programming related posts

Index

What are some of the best open-source graphics-programming projects? This list will help you:

Project Stars
1 3d-game-shaders-for-beginners 17,138
2 awesome-creative-coding 12,281
3 renderdoc 8,458
4 vulkano 4,345
5 SHADERed 4,228
6 Vulkan-Samples 3,971
7 DiligentEngine 3,348
8 VulkanTutorial 3,010
9 tinykaboom 2,322
10 windowjs 2,252
11 herebedragons 1,718
12 geogram 1,610
13 lume 1,244
14 Mixture 1,141
15 HybridRenderingEngine 1,064
16 foolrenderer 941
17 JKQtPlotter 776
18 MethaneKit 780
19 shader-park-core 710
20 StratusGFX 618
21 SoftwareRenderer 583
22 react 451
23 relion 431

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