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DDGI Minecraft is based on the 2019 SIGGRAPH paper, Dynamic Diffuse Global Illumination with Ray-Traced Irradiance Fields (2019), where we aimed to approximate indirect lighting and global illumination in Minecraft-inspired scenes using Vulkan to test the algorithm's efficacy in real-time.
Solves 2D and 3D math problems, including, closest point, intersection, line of sight, and reflection vector:
Rendering 3D scenes with geometric figures, mirrors, realistic shadows, depth of field and global illumination.
A Universal Language: One Ray to rule them all, One Ray to find them, One Ray to bring them all, and in the darkness bind them.
This repository contains all the necessary code used to develop the shark and ray conservation plan developed for WILDOCEANS. This is currently a LIVE project, so the code may still change.
A software tool for fitting an astrophysical cosmic ray source model to combined spectrum and composition data
A HTML5 Canvas app for creating interactive light ray experiments, written in TypeScript.
Analysis and code to support the paper "Overfishing drives over one third of all sharks and rays toward a global extinction crisis" published in Current Biology on 6th September 2021
A software tool for unfolding the Auger energy spectrum
Generator of cosmic ray Xmax distribution for a given energy, mass and hadronic model based on the Gumbel model
Code for upcoming paper on Optimisation of Raman spectroscopy in an axicon-based backscattering configuration