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Particle Effect For UGUI is a Unity package for rendering ParticleSystem effects directly inside the uGUI canvas system. It uses Unity mesh baking APIs and CanvasRenderer instead of requiring a separate camera, render texture, or canvas. Particle effects can be sorted alongside regular UI elements by sibling order. The package supports Mask and RectMask2D components for clipping particles within interface regions. Trail modules, multiple materials, CanvasGroup alpha, and animated material...
Java implementation of a software renderer. Software rendering is handled only by a CPU, without any GPU support. Renderer is implemented in pure Java, without any additional frameworks.
Additional requirements:
JDK / JRE 8
Free and portable software for visualization and post-processing of results from Quantum Chemistry calculations. Oriented, but not limited, to satisfy the visualization needs from Lowdin [http://www.cucei.udg.mx/~robertof] and deMon2k.
Everything you need to build production-ready agents and models. Access 200+ Google and third-party AI models and tools.
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This engine is not an attemp to re-inventing the wheel. It is a more learning-oriented project than something intended to provide a wide set of features. The approach to the OpenGL in this engine is something very experimental born from my own thoughts and can be usefull in future. If you want to help for your portfolio just ask: the TODO list is very long :)
A project created from scratch to gain experience with game design and graphics engines. Currently it contains a solid GUI framework, terrain/world editor, sprite system, sky box system and entity manager.
The Hardware Assisted Visibility Sorting (HAVS) algorithm is a GPU-based, direct volume renderer for unstructured grids. The algorithm operates in both object- and images-space and includes a sample-based, dynamic level-of-detail algorithm.
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Togra is a high-level approach to 3D application scripting using Python and OpenGL. Rather than providing direct access to OpenGL calls, Togra allows users to script a call graph, then evaluates this call graph in C. This gives easy, fast 3D graphics.
mrLiquid is a tool for translating Maya scenes into another renderer's scene description. Currently it provides support for mental ray and provides a very direct level of compatability with maya2mr.
Tartan is an OpenGL texture manager library written in C/C++.
It handles loading textures from file, for example from tga and pcx, and making them available to OpenGL.
GRender is a GTK+ frontend for the "Alias Maya" and "MentalRay for Maya" render. It handles render job queues without starting the Maya's interface, using all the power of the workstation. It is planned to make it a renderfarm manager for the 2.0.0
The directrendering infrastructure (DRI) allows is a means of safely and efficiently accessing graphics hardware while still interacting with the X environment.
This is a 3dfx gl driver project with direct gl software to hardware rendering within the driver, supporting voodoo1/rush/2/banshee/3/4/5 in 1 driver. It is intended to be a replacement for driver/gl combinations currently available.
A Free General 3D Graphics API for use in 3D Game/Visualization Projects. Fully C++ Class based API, support for OpenGL hardware acceleration and other optimization methods like Octrees. Cube Mapping, Multitexturing and more. Direct loading of (View3DS)