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Name: Tianchen Xu
Type: User
Bio: My research interest is Black Magics in Computer Graphics.
Location: Taipa
Name: Tianchen Xu
Type: User
Bio: My research interest is Black Magics in Computer Graphics.
Location: Taipa
C++ AMP interops with DX12, a simple color to grey process
DirectX 12 character animation and rendering. Note: currently, there is no AA deployed in this sample, because it originally worked with temporal AA in my full scene rendering; please use AA settings in the panel provided by your graphics-card vendor for a better visualization.
Image printed to console in 16-color palette.
Real-time software rasterizer using compute shaders, including vertex processing stage (IA and vertex shaders), bin rasterization, tile rasterization (coarse rasterization), and pixel rasterization (fine rasterization, which calls the pixel shaders).
XUSGRayTracing-EZ sample on DirectX12: real-time voxelization making use of ray-tracing pipeline for easy solid voxelization.
Single-pass separable Gaussian blur by dynamic (bindless) resources supported by Shader Model 6.6.
Authors' implementation of our SIGGRAPH Asia 2021 Technical Communications (Viewport-Resolution Independent Anti-Aliased Ray Marching on Interior Faces in Cube-Map Space) demo I. Fast volume rendering using our novel ray marching with smoke simulations by Eulerian grid method for solving Navier-Stokes equation.
Authors' implementation of my SIGGRAPH Asia 2019 Technical Briefs (The Power of Box Filters: Real-time Approximation to Large Convolution Kernel by Box-filtered Image Pyramid) demo II. Real-time dynamic irradiance mapping.
Simple mesh-shader sample that auto-renders VB with IB to meshlets.
Different MIP-map generation algorithms.
Motion effects materials (VRCAI 2011, CASA 2013, and CAVW).
Meshlet culling by a layer of interface with amplification-shader and mesh-shader fallback implementations using compute and vertex shaders. All API calls are unified with the fallback layer, and the native and fallback paths can be switched by EnableNativeMeshShader().
Authors' implementation of our SIGGRAPH Asia 2021 Technical Communications (Viewport-Resolution Independent Anti-Aliased Ray Marching on Interior Faces in Cube-Map Space) demo III. Fast real-time multiple volumes rendering for external volume textures with mesh occlusion.
A simple GPU-based CNN exercise sample using C++ AMP, referring to https://www.codeproject.com/Articles/24361/A-Neural-Network-on-GPU
Authors' implementation of my SIGGRAPH Asia 2019 Technical Briefs (The Power of Box Filters: Real-time Approximation to Large Convolution Kernel by Box-filtered Image Pyramid) demo I (just for reference). A very fast approximation to large-kernel Gaussian blur with nonuniform blur radii, by making use of box-filtered mip maps V-cycle (theoratically related to Haar wavelet tranforms). The mathematical model can be found in the PDF file.
Single-pass separable Gaussian blur with OpenCL interops with DX12
An improved implementation of my CASA 2013 paper "Real‐time generation of smoothed‐particle hydrodynamics‐based special effects in character animation" (https://onlinelibrary.wiley.com/doi/abs/10.1002/cav.1545). Particle emissions from the surface of mesh. The emitters are approximatively uniformly distributed by taking the advantage of quad tessellations. The fluid is simulated by SPH using my prefix-sum bin sorting.
DirectX 11 Poisson solvers using Jacobi iteration, conjugate gradient, and multi-grid method respectively.
Ray tracing sample using GGX reflection model, 1spp with spatial-temporal denoiser. Acceleration structure build uses async compute.
Real-time fluid simulation using smoothed particle hydrodynamics (SPH) by taking advantage of GPU hardware ray tracing for particle neighbor search.
Partially open source: real-time scene rendering using XUSG based on DirectX 12. 纯粹秀秀demo……ただ、デモを見せるため……
SIGGRAPH Asia 2012 Inkwash material.
Signed distance field (SDF) generation by amortized ray tracing, SDF AO, and SDF soft shadow
XUSG-EZ sample. Use XUSG-EZ, a DX11-style wrapped interface based on DX12, to implement spherical harmonics rendering. The code is also compared with XUSG DX12-style implementation.
Silhouette extraction by tessellation (compared with GS).
DirectX 11 2D smoke simulation (DXUT required).
DirectX 11 3D smoke simulation by Eulerian grid method for solving Navier-Stokes equation and rendering by volume ray-casting, all with compute shaders
3D smoke simulation by Eulerian grid method for solving Navier-Stokes equation and rendering by volume ray-casting, all in C++ AMP
DirectX 12 sample: real-time rendering with a sparsely volumetric representation from a mesh by depth peeling OIT. The ray-traced shadow path is only enabled with the native DXR, while DXR fallback layer is not supported for this sample, since IgnoreHit() causes crash due with dxrfallbackcompiler anyway.
Real-time rendering with a sparsely volumetric representation from a mesh by depth peeling OIT. For a better quality of the shadow map, directional ray-traced shadow mapping will be considered in the future.
A declarative, efficient, and flexible JavaScript library for building user interfaces.
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TypeScript is a superset of JavaScript that compiles to clean JavaScript output.
An Open Source Machine Learning Framework for Everyone
The Web framework for perfectionists with deadlines.
A PHP framework for web artisans
Bring data to life with SVG, Canvas and HTML. 📊📈🎉
JavaScript (JS) is a lightweight interpreted programming language with first-class functions.
Some thing interesting about web. New door for the world.
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Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.
Some thing interesting about visualization, use data art
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We are working to build community through open source technology. NB: members must have two-factor auth.
Open source projects and samples from Microsoft.
Google ❤️ Open Source for everyone.
Alibaba Open Source for everyone
Data-Driven Documents codes.
China tencent open source team.