Stars
Neural Irradiance Cache for real-time GI in Unity URP, with Hash/Frequency/Tri-plane encoding comparison. | 基于神经辐照度缓存的实时全局光照系统(Hash/Frequency/Tri-plane编码对比实验)。
add supports NVIDIA DLSS for Unity, including DLSS Super Sampling (SR) ,DLSS Ray Reconstruction (RR) and DLSS 5 Neural Rendering(DLSS-NR)
Scriptable CLI for RenderDoc captures — built for terminal workflows, CI pipelines, and AI agents
RDC-Tool — Windows x64 + Android remote CLI that exposes RenderDoc .rdc replay as stable rd.* JSON tools.
A frameworks using skill, md, and system prompts to construct renderdoc agent tools guide the agent system to better perform debugging, reverse, optimization, and more.
High-Resolution 3D Assets Generation with Large Scale Hunyuan3D Diffusion Models.
Light probe storage and GPU query system based on octree and uniform grid. | 基于八叉树和均匀网格的Light Probe存储与GPU查询系统。
Efficient rendering solution for massive point lights using cluster-based lighting. | 大量Point Light的高效渲染方案(Cluster-Based Lighting)。
Probe-based real-time diffuse global illumination in Unity URP, based on RTXGI SDK. | 基于RTXGI SDK,Unity URP的Probe-Based实时漫反射全局光照。
Hybrid real-time global illumination inspired by Assassin's Creed Shadows, featuring RTGI + SSGI + RTAO + DDGI fallback. | 参考刺客信条:影,光追驱动的混合方案全局光照(RTGI + SSGI + RTAO + DDGI fallback)。
OmO: Just type "mass ulw" keyword with your prompt. Now you are the master of graph engineering.
A curated collection of reusable skills for Claude Code. Enhance Claude's capabilities with ready-to-use skill modules including comprehensive guides, templates, and best practices for creating you…
Sample for cluster-based continuous level of detail rasterization or ray tracing
Meshoptimizer bindings for C#. With NuGet package
Prototype project for a custom terrain system in Unity engine
Real-time 2D fluid simulation based on Smoothed Particle Hydrodynamics (SPH). | 基于光滑粒子流体动力学(SPH)的二维流体实时模拟。
