Kai Yan's repositories
UE4_GPGPU_flocking
Doing flocking/Boids in UE4 using GPGPU
Unity3D_PBR_Path_Tracer
Path-traced physically-based rendering with UE4-PBR-like parameters and 'specTrans' from Disney BSDF implemented by using compute shader in Unity3D.
Unity3D_Path_Tracer
Monte Carlo Path Tracer in Unity3D using compute shader
Unity3D_Whitted_Ray_Tracer
Whitted Ray Tracer in Unity3D using compute shader
Live-Coding-Virtual-Environment
Live Coding Virtual Environment
CustomMeshComponent
The minimal source code for creating a custom mesh component and using it in Unreal Engine 4. This is an example project published with a series of articles that cover the topic.
kai-cs-imgd-420x
cs-imgd-420x
Real-Time-Rendering-4th-Bibliography-Collection
Real-Time Rendering 4th (RTR4) 参考文献合集典藏 | Collection of <Real-Time Rendering 4th (RTR4)> Bibliography
Carrot
(WIP) Small game engine made for fun and educational proposes. Might do something with it later, might not.
cs-imgd-420x-20a.github.io
Course website for IMGD/CS 420x: Graphical Simulation of Physical Systems
HowToLiveLonger
程序员延寿指南 | A programmer's guide to live longer
Intel_OcclusionCulling
Demonstrates a software (CPU) based approach to occllusion culling using multi-threading and SIMD instructions to improve performance.
Learning-Vulkan
Code repository for Learning Vulkan, published by Packt
precomputed_atmospheric_scattering
This project provides a new implementation of our EGSR 2008 paper "Precomputed Atmospheric Scattering".
ROC_rasterizer
A state-of-the-art software occlusion culling system
SoftWareRenderer
a software renderer in C++
vulkan-cpp-demo
vulkan framework demo
Vulkan_LearningExamples
Examples and demos for the new Vulkan API
VulkanTutorial
Tutorial for the Vulkan graphics and compute API