Kushagra Khare's starred repositories
UE4-GestureRecognizers
Gesture Recognizers for Unreal Engine 4 implemented as components
Light_Source_Estimation_for_AR_using_Kinect
Developed algorithms to estimate the position of a Point Light Source in a scene using Kinect and Point Cloud Library based on code developed by by Zhongshi (Sam) Jiang and Shayan Rezvankhah
360-sun-detection
Detecting SP (sun position) in outdoor 360 panorama. (image based estimation, approximation. Solar Position Algorithm)
illuminationSingleImage
MATLAB implementation of our llumination estimation technique from a single image (ICCV'09 and IJCV'12 papers)
learning_indoor_lighting
Learning to Estimate Indoor Lighting from 3D Objects. 3DV 2018
dashcam-illumination-estimation
A re-implemented project of "Deep Outdoor Illumination Estimation [Hold-Geoffroy et al. CVPR 2017]"
MRLightingTools-Unity
A Unity library and MRTK extension for estimating and replicating the current environment's lighting on Mixed Reality devices.
deeplearning-models
A collection of various deep learning architectures, models, and tips
GTA5-Self-Driving-Car
Self driving car for GTA5 using a CNN
self-driving-car
The Udacity open source self-driving car project
self-driving-car-sim
A self-driving car simulator built with Unity
How_to_simulate_a_self_driving_car
This is the code for "How to Simulate a Self-Driving Car" by Siraj Raval on Youtube
ar-multiplayer-game
augmented reality multiplayer shooter
3D_Path_Planning
AI project for 3D Path Planning. Other details and running instructions can be found on the Readme.md file
clash-of-clones
A Clash Royale style Unity game for Vive/WebGL.
Samuri-Fighting-Game
A 3D fighting game made by Unity3D using C#
PositionBasedFluids
position based fluids based on paper 'position-based fluids [siggraph 2013]', as my final project on animation class
Water-Simulation--OpenGL-
Computer Graphics assignment @ POLITEHNICA University of Bucharest
WaveSimulation
OpenGL based scene with water and waves. University task.
pool-caustics
A 3D-pool with textures, water simulation and caustics. Written in C/C++ using OpenGL 3.0 and shaders. Task 4 in MSU Computer Graphics Course. Completed in 2012.