☆28Oct 14, 2021Updated 4 years ago
Alternatives and similar repositories for nas-sample
Users that are interested in nas-sample are comparing it to the libraries listed below
Sorting:
- [SIGGRAPH Asia 2023] Official implementation for "Adaptive Recurrent Frame Prediction with Learnable Motion Vectors"☆20Dec 25, 2025Updated 2 months ago
- FidelityFX Variable Shading☆54Jan 29, 2022Updated 4 years ago
- Research oriented GPU offline renderer☆16Sep 8, 2023Updated 2 years ago
- An Aseprite importer for Unity3D. 🎨📤☆11Aug 23, 2021Updated 4 years ago
- ☆10Jul 11, 2021Updated 4 years ago
- Official impl. of SIGCOMM paper "ZGaming: Zero-Latency 3D Cloud Gaming by Image Prediction". A novel 3D cloud gaming system based on imag…☆12Jan 1, 2024Updated 2 years ago
- Personal Vulkan Wrapper☆21Jun 23, 2025Updated 8 months ago
- ☆34Jan 6, 2026Updated 2 months ago
- ☆231Jan 15, 2026Updated 2 months ago
- A sample demonstrating hybrid ray tracing and rasterisation for shadow rendering and use of the FidelityFX Denoiser.☆65Apr 28, 2021Updated 4 years ago
- 这是我的博客《菜鸟与 cef 的邂逅之旅(四):Soui 离屏 渲染封装 Cef3 细节分析》的实验代码(代码参考蓝先生和启程的 Demo)☆17Aug 14, 2017Updated 8 years ago
- Simple Boids programmed in Rust, using Bevy☆18Jun 21, 2023Updated 2 years ago
- SPH code for compressible flows☆14Nov 13, 2019Updated 6 years ago
- GRU-PPO for stable-baselines3.☆13Apr 24, 2024Updated last year
- Direct3D feature samples☆16Jul 15, 2014Updated 11 years ago
- An algorithm to apply a (hopefully) realtime background removal algorithm based on the Primatte idea☆16Aug 28, 2015Updated 10 years ago
- Microsoft Game Stack Live post-show materials☆25Jun 12, 2023Updated 2 years ago
- XUSGRayTracing-EZ sample on DirectX12: real-time voxelization making use of ray-tracing pipeline for easy solid voxelization.☆27Mar 14, 2025Updated last year
- Implementation of "Efficiency-Aware Russian Roulette and Splitting" (SIGGRAPH 2022)☆49Jun 6, 2023Updated 2 years ago
- Intel® Graphics Optimized Temporal Anti-Aliasing (TAA)☆126Jan 3, 2023Updated 3 years ago
- Improved Blue Noise Generator☆41Nov 11, 2025Updated 4 months ago
- Feature generation for adaptive gradient-domain path tracing☆10May 22, 2019Updated 6 years ago
- Demonstration of how we can use tessellation shaders to make faster fragment shaders.☆17Jun 20, 2016Updated 9 years ago
- White furnace test implementation for GGX/Smith☆39Jan 14, 2018Updated 8 years ago
- Hybrid recommendation engine using deep learning that incorporates user and item features, including images and text.☆20Jun 3, 2020Updated 5 years ago
- ☆56Dec 20, 2022Updated 3 years ago
- Barycentric coordinates GCN shader extension sample for DirectX 11☆13Jan 13, 2021Updated 5 years ago
- Enabling High Quality Real-Time Communications with Adaptive Frame-Rate (USENIX NSDI 2023)☆23Jan 5, 2024Updated 2 years ago
- An (obviously) super cool handle implementation.☆10Feb 23, 2019Updated 7 years ago
- Leak of CS:GO Source code, provided by toomuchcaffeine☆10Apr 23, 2020Updated 5 years ago
- AMD tessellation sample based on DirectX 11☆33Sep 8, 2016Updated 9 years ago
- ☆12Oct 16, 2015Updated 10 years ago
- ☆16Dec 11, 2017Updated 8 years ago
- A not-so-trivial example showing how (not) to generate a hi-Z buffer in Unity☆16May 29, 2017Updated 8 years ago
- Source code for the light scattering sample☆97Jun 5, 2017Updated 8 years ago
- Mesh voxelization using GPU hardware rasterization.☆14Feb 13, 2017Updated 9 years ago
- ☆10May 10, 2019Updated 6 years ago
- Unity_SRP官方文档中文翻译☆17May 3, 2019Updated 6 years ago
- ☆13Jan 27, 2016Updated 10 years ago