SUN (NUZEROVI)

NUZEROVI

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Location:Taiwan

Home Page:https://nuzerovi.onrender.com/

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SUN's starred repositories

opengl-canvas-wasm

Minimal example of animating the HTML5 canvas from C++ using OpenGL through WebAssembly

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TBRaymarcherPlugin

UE4 Plugin for Volumetric Rendering of 3D data.

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global

HTML5 website template

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how-todo-marching-cubes

Haven't made a video in a while. That's because this marching cubes algorithm took me awhile to unravel. Most of the work was in the 256 cube configurations and the isofaces it takes to build them. I figured them all out myself (even though there were probably daat available on internet somewhere). Oh well, learn the hard way, and I'll never forget. In this video I'll go over how the marching cube algorithm works, how to use it, how to figure out the cube configurations. You'll see it animated in action. There is a cube configurator scene that helps you see what each cube configuration looks like. the MarchingCube.cs file is reusable so you don't have to write it everytime you start a new game project.

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Ray-Tracer-Part-2-BVH-and-Mesh

This ray tracer builds from my previous ray tracer (https://github.com/nishantb15/Ray-Tracer---Part-1) which implemented simple shapes, hard shadows, Phong Reflection from a point light source, Multi-Jittered Sampling using n-rooks strategy (Anti-aliasing) and Orthographic and Perspective projection with a moveable camera. This ray tracer adds a Bounding Volume Hierarchy (BVH) which is an accelerated structure, in this case, used to generate an image containing 100,000 spheres which would take days to render without a BVH. More information about the BVH is contained in the BVHTable.pdf file. Support is also included to read a .obj file and import a triangular mesh into the scene. The mesh can then be shaded using per-vertex normals as opposed to per-face (1 normal per face). The pictures generated using BVH are generated using 1 for the number of samples in multi-jittered sampling (essentially no anti-aliasing) and no shadows to save cost. The purpose of this project was to test the efficiency of the BVH in generating an enormous amount of spheres and triangles. Part 3 Can be found at: https://github.com/nishantb15/Ray-Tracer-Part-3-Reflection-Refraction-And-Area-Lights

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v-hacd

Automatically exported from code.google.com/p/v-hacd

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SeawispHunter.Maths

Computes Entropy, Conditional Entropy, Mutual Information, and probabilities from tallies.

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UnityVolumeRendering

Volume rendering, implemented in Unity3D. Want to support the project? Donate a small sum to Save The Children(https://www.savethechildren.net/) or another charity, and send me a message, and I will be greatly motivated!

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