Project Name | Stars | Downloads | Repos Using This | Packages Using This | Most Recent Commit | Total Releases | Latest Release | Open Issues | License | Language |
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Bgfx | 12,795 | 6 days ago | 1 | July 11, 2022 | 281 | bsd-2-clause | C++ | |||
Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library. | ||||||||||
Ogre | 3,207 | 3 days ago | 33 | June 21, 2022 | 117 | mit | C++ | |||
scene-oriented, flexible 3D engine (C++, Python, C#, Java) | ||||||||||
Diligentengine | 2,747 | 16 hours ago | 12 | apache-2.0 | Batchfile | |||||
A modern cross-platform low-level graphics library and rendering framework | ||||||||||
Falcor | 1,921 | 17 days ago | 14 | other | C++ | |||||
Real-Time Rendering Framework | ||||||||||
Renderhelp | 981 | 2 months ago | 4 | mit | C++ | |||||
:zap: 可编程渲染管线实现,帮助初学者学习渲染 | ||||||||||
Vqengine | 403 | 7 months ago | 34 | gpl-3.0 | C++ | |||||
Multi-threaded DirectX12 renderer w/ HDR, PBR & Multi-monitor support | ||||||||||
Learningdirectx12 | 402 | 6 months ago | mit | C++ | ||||||
This repository is intended to be used as a code repository for learning DirectX 12. | ||||||||||
Luisacompute | 358 | 20 hours ago | 7 | bsd-3-clause | C++ | |||||
High-Performance Rendering Framework on Stream Architectures | ||||||||||
Everyray Rendering Engine | 294 | 2 months ago | 7 | mit | C++ | |||||
Robust real-time rendering engine on DX11, DX12 with many advanced graphical features for quick prototyping | ||||||||||
Flycube | 276 | 6 months ago | 1 | mit | C++ | |||||
Graphics API wrapper is written in C++ on top of Directx 12, Vulkan and Metal. Provides main features including ray tracing. |
Physically based rendering in vvvv
Mirage is a set of nodes and hlsl code designed for physically based rendering of non-traditional geometries, realtime or not.
There is no support for triangle based geometry right now and I personnaly have little need for it. If I did I would use a different (and far more effective) set of tools.
Mirage is targeted primarily at distance field based geometries or any other kind of abstract form that would need to be implemented in shader code. I'm trying to handle types of objects that would typically be difficult produce and render efficiently with currently available tools.
Much of this doesn't exist yet, but this is what we're aiming for...