Vinícius da Silva's repositories
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.
coma
Convolutional Mesh Autoencoders for Generating 3D Faces
diffae
Official implementation of Diffusion Autoencoders
DirectX-Graphics-Samples
This repo contains the DirectX Graphics samples that demonstrate how to build graphics intensive applications on Windows.
Falcor
Real-Time Rendering Framework
game-engine
Game engine programming for fun.
idf
Implicit Displacement Field
ilamp
http://www.lcad.icmc.usp.br/~nonato/pubs/iLAMP-VAST.pdf
mesh
MPI-IS Mesh Processing Library
nglod
Neural Geometric Level of Detail: Real-time Rendering with Implicit 3D Shapes (CVPR 2021 Oral)
opendr
Modern OpenDR
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)
texture_fields
This repository contains code for the paper 'Texture Fields: Learning Texture Representations in Function Space'.
unity-shaders
Just shaders done in Unity