MongoDB Atlas is the developer-friendly database used to build, scale, and run gen AI and LLM-powered apps—without needing a separate vector database. Atlas offers built-in vector search, global availability across 115+ regions, and flexible document modeling. Start building AI apps faster, all in one place.
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BONDA3D Designer is a world-class 3D modeling software which can be spread in the 3D computing environment affecting various industries.
* Software for modeling and printing 3D objects.
- Forward Engineering for three-dimensional modeling.
- Various 3D modeling formats such as STL, OBJ, PLY, AMF, COLLADA, etc.
- G-Code conversion with calculating the nozzle speed and the amount of compression, etc.
- BONDA3D supports Layer Slicing less than 0.01mm
- Visualization of objects...
SpriteBuncher is a free, open-source texture packing program. It features an easy-to-use graphical interface, and advanced packing algorithms such as MaxRects. Further options include cropping, rotation, extruding, and padding.
Data can be exported to a range of common output formats – e.g. Cocos2d, LibGDX, and Unity – or via generic XML, JSON, and plain text files.
Examples and documentation are included.
Source code available at: https://github.com/bazgt/SpriteBuncher [GPLv3].
HIPAcc development has moved to github: https://github.com/hipacc
HIPAcc allows to design image processing kernels and algorithms in a domain-specific language (DSL). From this high-level description, low-level target code for GPU accelerators is generated using source-to-source translation. As back ends, the framework supports CUDA, OpenCL, and Renderscript.
HIPAcc allows programmers to develop imaging applications while providing high productivity, flexibility and portability as well...
An implementation of Bruhn et al.'s fast variational optical flow algorithm using the OpenCV image processing library. The code calculates dense flow fields with a user-specified level of precision.
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Another Ray-Tracing Program. Full impementation from scratch of this well-known algorithm using C++. Thanks to OOP, the code is very simple and not really optimized. I would like it to be a learning basis for the ones interested in ray-tracing.