Vinícius da Silva (dsilvavinicius)

dsilvavinicius

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Home Page:https://dsilvavinicius.github.io/

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Vinícius da Silva's repositories

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Proceduray

Proceduray is an engine for real-time ray tracing of procedural geometry. Its motivation is the current lack of mid-level abstraction tools for scenes with primitives involving intersection shaders. Those scenes impose strict engine design choices, since they need flexibility in the shader table setup. Proceduray aims to provide a fair tradeoff between that flexibility and productivity. It also aims to be didactic. Shader table behaviour can be very confusing because parameters for indexing it come from different parts of a system, involving both host and device code. This is different in essence than ray tracing triangle meshes (which uses a builtin intersection shader for all objects) or rendering with the traditional graphics or compute pipelines.

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OMiCroN

OMiCroN - Oblique Multipass Hierarchy Creation While Navigating

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coma

Convolutional Mesh Autoencoders for Generating 3D Faces

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diffae

Official implementation of Diffusion Autoencoders

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DirectX-Graphics-Samples

This repo contains the DirectX Graphics samples that demonstrate how to build graphics intensive applications on Windows.

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Falcor

Real-Time Rendering Framework

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game-engine

Game engine programming for fun.

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idf

Implicit Displacement Field

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ilamp

http://www.lcad.icmc.usp.br/~nonato/pubs/iLAMP-VAST.pdf

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mesh

MPI-IS Mesh Processing Library

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nglod

Neural Geometric Level of Detail: Real-time Rendering with Implicit 3D Shapes (CVPR 2021 Oral)

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opendr

Modern OpenDR

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rtmidi

A set of C++ classes that provide a common API for realtime MIDI input/output across Linux (ALSA & JACK), Macintosh OS X (CoreMIDI) and Windows (Multimedia)

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texture_fields

This repository contains code for the paper 'Texture Fields: Learning Texture Representations in Function Space'.

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unity-shaders

Just shaders done in Unity

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