Displaying 1 to 18 from 18 results

filament - Filament is a real-time physically based rendering engine for Android, Windows, Linux and macOS

  •    C++

Filament is a real-time physically based rendering engine for Android, Linux, macOS and Windows. This rendering engine was designed to be as small as possible and as efficient as possible on Android. Filament is currently used in the Sceneform library both at runtime on Android devices and as the renderer inside the Android Studio plugin.

glTF-Sample-Viewer - Physically-Based Rendering in glTF 2.0 using WebGL

  •    Javascript

Refactored and developed by UX3D. Supported by the Khronos Group and by Google for the glTF Draco mesh compression import. Original code based on the former glTF-WebGL-PBR project. Previously supported by Facebook for animations, skinning and morphing. Make sure Git LFS is installed.

ray-mmd - 🎨 The project is designed to create a physically-based rendering at mikumikudance.

  •    HLSL

  Ray-MMD is a free, powerful library and an extension pack of mikumikudance, offering an easy way of adding physically-based rendering with high-freedom of operation. it is written in hlsl lang with DX9 env and based on mikumikueffect.   If you are a developer using this as part of your love and considering contacting me, you can submit code by Pull requests or Feel free to contact me via twitter and issues, i'll add your profile to team members, Thanks.

sea3d - An open-source format and tools for game developers :video_game:

  •    CSharp

Open-source format and tools for game developers. Free cross-platform 3D IDE for games.

EtherealEngine - C++ Game Engine and Editor

  •    C++

Get more details at codescene.io. It is written in a cross-platform manner using .

kelvin-to-rgb - approximate an RGB color from a Kelvin temperature

  •    Javascript

Approximate an [r, g, b] color from a Kelvin temperature between 1,500 and 40,000.Details and original implementation by Tanner Helland, see here.


  •    Javascript

Pragmatic guide to Physically Based Rendering (PBR) in WebGL using pex library.

PBR - An implementation of physically based shading model & image based lighting in various graphics APIs

  •    C++

An implementation of physically based shading model & image based lighting in various graphics APIs. The goal of this project is to showcase the use of various modern graphics APIs and to provide a clear side-by-side comparison of them. I believe that an implementation of physically based shading is a sufficiently non-trivial use case for that comparison to be useful.

Vulkan-glTF-PBR - Physical based rendering with Vulkan using glTF 2.0 models

  •    C++

Physically-Based Rendering example implementation with image based lighting in Vulkan using glTF 2.0 models. The lighting equation is based on the reference glTF PBR implementation from Khronos. Model loading is implemented in the vkglTF::Model class, using tiny glTF library to import the glTF 2.0 files, so e.g. all file formats supported by tinyglTF are suported. This class converts the glTF structures into Vulkan compatible structures used for setup and rendering.

smartpbr - SmartPBR为一个帮助运维人员快速自动化安装策略路由服务,主要企业使用LINUX网关策略路由组网环境。

  •    Shell


gltf - A crate for loading glTF 2.0

  •    Rust

This crate is intended to load glTF 2.0, a file format designed for the efficient transmission of 3D assets. rustc version 1.19 or above is required; version 1.26 and above is recommended.

Maya2glTF - Maya to glTF 2.0 exporter

  •    Mathematica

If all goes well, you should get the message All done!. If this doesn't work for you, please create an issue.

rPBR - Physically based rendering (PBR) for raylib

  •    C

rPBR is a 3D model viewer with a physically based rendering (PBR) pipeline written in pure C. The PBR pipeline is written directly using OpenGL and the viewer uses raylib programming library for windows management, inputs and interface drawing. The viewer uses a High Dynamic Range (HDR) file to load and create an environment: cubemap, prefilter reflection map, irradiance map (global illumination) and brdf map. By the other hand, physically based rendering materials are created to store model textures: albedo, tangent space normals, metallic, roughness, ambient occlusion, emission and parallax.

Lugdunum - [UNMAINTAINED] A modern cross-platform 3D engine built with Vulkan, glTF 2

  •    C++

A modern cross-platform 3D rendering engine built with Vulkan and modern C++14. Documentation and more are available on the homepage. Our build system is CMake and this repository contains the appropriate build files to build on Linux, Windows and Android using a C++14 compiler (see tested toolchains). Third party dependencies are built using Lugdunum-ThirdParty and the thirdpary.yml file located at the root of this repository. Follow the instructions on our documentation to build Lugdunum.

rendeer.js - Light-weight 3D Scene graph library with renderer in WebGL

  •    Javascript

Rendeer.js is a lightweight 3D scene graph library, meant to be used in 3D web apps and games. It is meant to be flexible and easy to tweak. It used the library litegl.js as a low level layer for WebGL. And because it uses litegl you have all the basic ones (Mesh, Shader and Texture).

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