Project Name | Stars | Downloads | Repos Using This | Packages Using This | Most Recent Commit | Total Releases | Latest Release | Open Issues | License | Language |
---|---|---|---|---|---|---|---|---|---|---|
Filament | 15,840 | 2 | 4 | 3 hours ago | 93 | September 20, 2022 | 99 | apache-2.0 | C++ | |
Filament is a real-time physically based rendering engine for Android, iOS, Windows, Linux, macOS, and WebGL2 | ||||||||||
Ab3dmot | 1,511 | 12 days ago | 16 | other | Python | |||||
(IROS 2020, ECCVW 2020) Official Python Implementation for "3D Multi-Object Tracking: A Baseline and New Evaluation Metrics" | ||||||||||
Jeelizweboji | 1,008 | a month ago | 2 | April 30, 2021 | apache-2.0 | JavaScript | ||||
JavaScript/WebGL real-time face tracking and expression detection library. Build your own emoticons animated in real time in the browser! SVG and THREE.js integration demos are provided. | ||||||||||
Complex Yolov4 Pytorch | 988 | 8 months ago | 43 | gpl-3.0 | Python | |||||
The PyTorch Implementation based on YOLOv4 of the paper: "Complex-YOLO: Real-time 3D Object Detection on Point Clouds" | ||||||||||
3dworld | 901 | 15 hours ago | gpl-3.0 | C++ | ||||||
3D Procedural Game Engine Using OpenGL | ||||||||||
Sfa3d | 846 | 7 days ago | 18 | mit | Python | |||||
Super Fast and Accurate 3D Object Detection based on 3D LiDAR Point Clouds (The PyTorch implementation) | ||||||||||
Livescan3d | 689 | a month ago | 32 | mit | C++ | |||||
LiveScan3D is a system designed for real time 3D reconstruction using multiple Azure Kinect or Kinect v2 depth sensors simultaneously at real time speed. | ||||||||||
Hedera | 677 | a year ago | 3 | gpl-2.0 | C# | |||||
paint 3D ivy in the Unity Editor, watch procedurally generated meshes simulate growth and clinging in real-time | ||||||||||
Hpl1engine | 661 | 2 months ago | 11 | gpl-3.0 | C++ | |||||
A real time 3D engine. | ||||||||||
Mocapnet | 628 | 2 months ago | 2 | other | C++ | |||||
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 |
Yes, here it is at last the Engine that made the Penumbra Series.
Read through the TODO file for various known things that should be cleaned up / fixed.
Included are project files for Xcode, Visual Studio 2003 and Cmake (for Linux)
We encourage everyone to contribute code to this project, so just sign up for a github account, create a fork and hack away at the codebase. We will start an Open Source forum on the Frictional Games forums as a place to talk about changes and to submit patches from your forks.
All code is under the GPL Version 3 license except for the "test" which are included under the ZLIB license. All of the assets are licensed under the Creative Commons Attribution Share-Alike 3.0 license except for the CG shaders which are under the ZLIB license. Please read the COPYING and LICENSE-* files for more information on terms of use.