There are 6 repositories under bvh topic.
A BVH implementation to speed up raycasting and enable spatial queries against three.js meshes.
A toy physically based GPU path tracer (C++/OpenGL/GLSL)
Path tracing renderer and utilities for three.js built on top of three-mesh-bvh.
NanoRT, single header only modern ray tracing kernel.
A High Performance Compute Shader Based Mesh Pathtracer in Unity3d without RT Cores
GPU Raytracer from scratch in C++/CUDA
We present MocapNET, a real-time method that estimates the 3D human pose directly in the popular Bio Vision Hierarchy (BVH) format, given estimations of the 2D body joints originating from monocular color images. Our contributions include: (a) A novel and compact 2D pose NSRM representation. (b) A human body orientation classifier and an ensemble of orientation-tuned neural networks that regress the 3D human pose by also allowing for the decomposition of the body to an upper and lower kinematic hierarchy. This permits the recovery of the human pose even in the case of significant occlusions. (c) An efficient Inverse Kinematics solver that refines the neural-network-based solution providing 3D human pose estimations that are consistent with the limb sizes of a target person (if known). All the above yield a 33% accuracy improvement on the Human 3.6 Million (H3.6M) dataset compared to the baseline method (MocapNET) while maintaining real-time performance
[UNMAINTAINED] Real-time path tracing on the web with three.js
A deep neural network that directly reconstructs the motion of a 3D human skeleton from monocular video [ToG 2020]
Convert video to the bvh motion file
Enhanced InstancedMesh with frustum culling, fast raycasting (using a BVH), sorting, visibility, LOD, skinning and more.
Physically based renderer with Path Tracing and Photon Mapping.
BVH Tools for Unity
This repository contains an example script to convert from a SMPL model to a bvh file.
This demo implements BVH construction and GPU traversal for rendering hard shadows.
Extension methods for BatchedMesh to accelerate raycasting and frustum culling, handle different uniforms for each instance, LOD and more.
Unity ComputeShader implementation of BVH(Bounding Volume Hierarchy) based mesh hit checking.
C++ raytracer that supports custom models. Supports running the calculations on the CPU using C++11 threads or in the GPU via CUDA.
Powerful Path Tracing Engine For Realistic Rendering
This is my experiments with BVH build algorithms on GPU.
This repository provides scripts that can be used to visualize BVH files. These scripts were developed for the GENEA Challenge 2020, and enables reproducing the visualizations used for the challenge stimuli. The server consists of several containers which are launched together with the docker-compose.
Accelerated path tracing in pure Ruby
convert bvh motion file to UE animation in runtime.