https://github.com/Gforcex/OpenGraphic
Graphic Engine & Game Engine lists
https://github.com/Gforcex/OpenGraphic
computer-graphics graphics rendering shader unity-3d unreal-engine
Last synced: about 1 year ago
JSON representation
Graphic Engine & Game Engine lists
- Host: GitHub
- URL: https://github.com/Gforcex/OpenGraphic
- Owner: Gforcex
- Created: 2017-09-18T23:56:28.000Z (over 8 years ago)
- Default Branch: master
- Last Pushed: 2025-05-05T01:08:05.000Z (about 1 year ago)
- Last Synced: 2025-05-05T01:20:43.627Z (about 1 year ago)
- Topics: computer-graphics, graphics, rendering, shader, unity-3d, unreal-engine
- Homepage:
- Size: 1.31 MB
- Stars: 2,087
- Watchers: 91
- Forks: 222
- Open Issues: 2
-
Metadata Files:
- Readme: README.md
Awesome Lists containing this project
- anything_about_game - OpenGraphic
- awesome-game-engines - Graphic Engine & Game Engine open source list
- AwesomeCppGameDev - OpenGraphic
- awesome-graphics-cn - OpenGraphic
README
# OpenGraphic
Graphic Engine & Game Engine open source list!
## Contents
>**Official**
[Official](#official)
>**Engine**
[Engine](#engine) [EnginePlugin](#engine-plugin) [OfflinePathTracing](#Offline-Path-Tracing) [RealTimePathTracing](#Real-time-Path-Tracing) [SoftRenderer](#soft-renderer) [RenderingDesign](#rendering-design)
>**Rendering**
[GI](#gi) [VolumeRendering](#volume-rendering) [PostProcessing](#postprocessing) [Stylize](#stylize) [Transparency](#transparency) [VFX](#vfx) [Standard Format](#standard-format)
>**Emulation**
[Material](#material) [Environment](#environment) [Camera](#Camera)
>**Optimization**
[Acceleration](#acceleration) [SpatialDataStructures](#spatial-data-structures) [RenderPath](#render-path)
>**Util**
[Util](#util) [SDF](#sdf) [Math](#math) [Image&Color](#imagecolor) [Noise](#noise) [Mesh](#mesh) [Platform](#platform) [UI](#ui)
>**Tools**
[Tools](#tools)
>**Tutorial**
[SDK&Tutorial](#sdktutorial)
>**Other**
[Physics](https://github.com/Gforcex/OpenGraphic/blob/master/Physics.md) [Animation](#animation) [Particle](#particle)
---
## Official
* Unity [Unity-Technologies](https://github.com/Unity-Technologies) [unity3d-jp](https://github.com/unity3d-jp) [UnityLabs](https://github.com/UnityLabs) [Unity-China](https://github.com/Unity-China)
* AMD [GPUOpen-LibrariesAndSDKs](https://github.com/GPUOpen-LibrariesAndSDKs) [GPUOpen-Tools](https://github.com/GPUOpen-Tools) [GPUOpen-Effects](https://github.com/GPUOpen-Effects) [GPUOpen-Drivers](https://github.com/GPUOpen-Drivers)
* NVIDIA [NVIDIAGameWorks](https://github.com/NVIDIAGameWorks) [nvpro-samples](https://github.com/nvpro-samples) [NVIDIA](https://github.com/NVIDIA) [NVlabs](https://github.com/NVlabs)
* Intel [Intel GameTechDev](https://github.com/GameTechDev) https://software.intel.com/gamedev
* ARM [ARM-software](https://github.com/ARM-software)
* Qualcomm [SnapdragonStudios](https://github.com/SnapdragonStudios)
* PowerVR [powervr-graphics](https://github.com/powervr-graphics)
* TheKhronosGroup [The Khronos Group](https://github.com/KhronosGroup) https://www.khronos.org/
* AcademySoftwareFoundation [Academy Software Foundation](https://github.com/AcademySoftwareFoundation) https://www.aswf.io/
* Pixar [Pixar Animation Studios](https://github.com/PixarAnimationStudios) http://graphics.pixar.com
* SideEfects [sideeffects](https://github.com/sideeffects)
* IdSoftware [id-Software](https://github.com/id-Software)
* [InteractiveComputerGraphics](https://github.com/InteractiveComputerGraphics)
## Engine
* [UnrealEngine](https://github.com/EpicGames/UnrealEngine) :star: https://www.unrealengine.com/ (source available, no FOSS)
* [CRYENGINE](https://github.com/CRYTEK/CRYENGINE_Source) :star: https://www.cryengine.com/
* [o3de](https://github.com/o3de/o3de) https://www.o3de.org/
* [godot](https://github.com/godotengine/godot) Godot Engine – Multi-platform 2D and 3D game engine https://godotengine.org
* [WickedEngine](https://github.com/turanszkij/WickedEngine) C++ game engine focusing on modern rendering techniques and performance. https://wickedengine.net
* [filament](https://github.com/google/filament) Filament is a physically based rendering engine for Android, Windows, Linux and macOS
* [Falcor](https://github.com/NVIDIAGameWorks/Falcor) Real-Time Rendering Framework, NVIDIA
* [Klayag](https://github.com/gongminmin/KlayGE) A cross-platform open source game engine with plugin-based architecture
* [G3D]( https://casual-effects.com/g3d) Graphics research and rapid prototyping in OpenGL and C++
* [Ogre](https://github.com/ogrecave) ogre github mirror
* [OpenSceneGraph](https://github.com/openscenegraph/OpenSceneGraph) http://www.openscenegraph.org
* [stride](https://github.com/stride3d/stride) Stride Game Engine (formerly Xenko)
* [anki-3d-engine](https://github.com/godlikepanos/anki-3d-engine) AnKi 3D Engine - OGL/Vulkan backends, modern renderer, scripting, physics and more
* [SpartanEngine](https://github.com/PanosK92/SpartanEngine) Game engine with an emphasis on architectual quality and performance
* [DummyEngine](https://github.com/sergcpp/DummyEngine) Small cross platform Vulkan/OpenGL 3d engine for personal experimentation
* [ETEngine](https://github.com/Illation/ETEngine) Realtime 3D Game-Engine with a focus on space sim. Written in C++ 14
* [nebula](https://github.com/gscept/nebula) Nebula is an open-source and free-to-use modern C++ game engine.
* [Granite](https://github.com/Themaister/Granite) Personal Vulkan renderer
* [FlaxEngine](https://github.com/FlaxEngine/FlaxEngine) Multi-platform 3D game engine. (source available, no FOSS)
* [island](https://github.com/tgfrerer/island) Project Island is an experimental, hot-reloading Vulkan renderer/proto-engine for Linux, written in C/C++.
* [three.js](https://github.com/mrdoob/three.js) JavaScript 3D library. https://threejs.org/
* [Babylon.js](https://github.com/BabylonJS/Babylon.js) A powerful, beautiful, simple, and open game and rendering engine packed into a friendly JavaScript framework.
* [cesium](https://github.com/AnalyticalGraphicsInc/cesium) An open-source JavaScript library for world-class 3D globes and maps
* [playcanvas](https://github.com/playcanvas/engine) ast and lightweight WebGL game engine https://playcanvas.com/
## Engine Plugin
* [Graphics](https://github.com/Unity-Technologies/Graphics) Unity Graphics - Including Scriptable Render Pipeline
* [armory](https://github.com/armory3d/armory) -3D Game Engine for Blender
* [RenderPipeline](https://github.com/tobspr/RenderPipeline) -PBR and Deferred Rendering for the Panda3D game engine
* [ray-mmd](https://github.com/ray-cast/ray-mmd) physically-based rendering at mikumikudance
## Platform
* [bgfx](https://github.com/bkaradzic/bgfx) :star: -Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library
* [igl](https://github.com/facebook/igl/) Intermediate Graphics Library (IGL) is a cross-platform library that commands the GPU. It provides a single low-level cross-platform interface on top of various graphics APIs (e.g. OpenGL, Metal and Vulkan).
* [The-Forge](https://github.com/ConfettiFX/The-Forge) The Forge Cross-Platform Rendering Framework PC, macOS / iOS, Android, XBOX, PS4
* [DiligentEngine](https://github.com/DiligentGraphics/DiligentEngine) A modern cross-platform low-level 3D graphics library http://diligentgraphics.com/diligent-engine/
* [MethaneKit](https://github.com/MethanePowered/MethaneKit) Modern 3D graphics made simple with C++17 cross-platform framework and rendering abstraction API on top of DirectX 12, Metal & Vulkan
* [LLGL](https://github.com/LukasBanana/LLGL) Low Level Graphics Library (LLGL) is a thin abstraction layer for the modern graphics APIs OpenGL, Direct3D, Vulkan, and Metal
* [nvrhi](https://github.com/NVIDIAGameWorks/nvrhi) NVIDIA Rendering Hardware Interface
* [herebedragons](https://github.com/kosua20/herebedragons) A basic 3D scene implemented with various engines, frameworks or APIs.
* [glfw](https://github.com/glfw/glfw) A multi-platform library for OpenGL, OpenGL ES, Vulkan, window and input
* [MoltenVK](https://github.com/KhronosGroup/MoltenVK) Vulkan graphics and compute API, that runs on Apple's Metal graphics framework
* [dxvk](https://github.com/doitsujin/dxvk) Vulkan-based D3D11 implementation for Linux / Wine
* [angle](https://github.com/google/angle) A conformant OpenGL ES implementation for Windows, Mac, Linux, iOS and Android.
* [Vita3K](https://github.com/Vita3K/Vita3K) Experimental PlayStation Vita emulator vita3k.org/
## Offline Path Tracing
* [embree](https://github.com/embree/embree) A collection of high-performance ray tracing kernels, developed at Intel.
* [openmoonray](https://github.com/dreamworksanimation/openmoonray) MoonRay is DreamWorks’ open-source, award-winning, state-of-the-art production MCRT renderer
* [RadeonRays RadeonProRender](https://github.com/GPUOpen-LibrariesAndSDKs) ray intersection acceleration library for hardware and software multiplatforms using CPU and GPU
* [mitsuba3](https://github.com/mitsuba-renderer/mitsuba3) :thumbsup: Mitsuba 3: A Retargetable Forward and Inverse Renderer http://mitsuba-renderer.org/
* [appleseed](https://github.com/appleseedhq/appleseed) A modern open source rendering engine for animation and visual effects https://appleseedhq.net/
* [pbrt](https://github.com/mmp/pbrt-v3) Source code for "Physically Based Rendering: From Theory To Implementation"
* [LuxCoreRender](https://github.com/LuxCoreRender) https://www.luxcorerender.org
* [ospray](https://github.com/ospray/ospray) A Ray Tracing Based Rendering Engine for High-Fidelity Visualization
* [tungsten](https://github.com/tunabrain/tungsten) High performance physically based renderer in C++11
* [etx-tracer](https://github.com/serhii-rieznik/etx-tracer) Physically-based CPU and GPU ray-tracer
* [nori](https://github.com/wjakob/nori) Nori: an educational ray tracer https://wjakob.github.io/nori
* [nanort](https://github.com/lighttransport/nanort) single header only modern ray tracing kernel.
* [yocto-gl](https://github.com/xelatihy/yocto-gl) Yocto/GL: Tiny C++ Libraries for Physically-based Graphics
* [SORT](https://github.com/JerryCao1985/SORT) Simple Open-source Ray Tracer https://agraphicsguy.wordpress.com/
* [fermat](https://github.com/NVlabs/fermat) a high performance research oriented physically based rendering system, trying to produce beautiful pictures following the mathematician’s principle of least time
* [gatling](https://github.com/pablode/gatling) Hydra-enabled GPU path tracer that supports MaterialX and MDL
## Real-time Path Tracing
* [kajiya](https://github.com/EmbarkStudios/kajiya) Experimental real-time global illumination renderer
* [PLTFalcor](https://github.com/ssteinberg/PLTFalcor) Real-time physical light transport (PLT) framework
* [lighthouse2](https://github.com/jbikker/lighthouse2) Lighthouse 2 framework for real-time ray tracing
* [Path-Tracing-SDK](https://github.com/NVIDIAGameWorks/Path-Tracing-SDK) Real-time path tracing library and sample
* [Candela](https://github.com/swr06/Candela) Pathtraced Realtime Engine
* [Lumen](https://github.com/yuphin/Lumen) A Vulkan Raytracing framework for various bidirectional path tracing techniques
* [IDKEngine](https://github.com/BoyBaykiller/IDKEngine) OpenGL Toy-"Engine" with Wavefront Path Tracer and Rasterizer Pipeline with Voxel Cone Tracing/Global Illumination
## Soft Renderer
* [OpenSWR](http://openswr.org/) A High Performance, Highly Scalable Software Rasterizer for OpenGL
* [miaow](https://github.com/VerticalResearchGroup/miaow) An open source GPU based off of the AMD Southern Islands ISA.
* [SalviaRenderer](https://github.com/wuye9036/SalviaRenderer) SALVIA is the rasterizer based software renderer. The goal of SALVIA is capacity of Direct3D 10+.
* [tinyrenderer](https://github.com/ssloy/tinyrenderer) A brief computer graphics / rendering course
* [coco3d](http://coco3d.codeplex.com/) Coco3D is a real-time 3D software renderer for Windows PCs and mobile devices
* [swiftshader](https://github.com/google/swiftshader) high-performance CPU-based implementation of the OpenGL ES and Direct3D 9 graphics APIs
* [mesa](https://gitlab.freedesktop.org/mesa/mesa) :thumbsup: https://www.mesa3d.org
* [renderer](https://github.com/zauonlok/renderer) A shader-based software renderer written from scratch in C89 https://zauonlok.github.io/renderer/
* [SoftwareRenderer](https://github.com/Angelo1211/SoftwareRenderer) Software rendering engine with PBR. Built from scratch on C++.
* [RetroWarp](https://github.com/Themaister/RetroWarp) The GPU is implemented with "pure" software rendering
* [grr](https://github.com/kecho/grr) Gpu Renderer and Rasterizer - for python
* [virglrenderer](https://gitlab.freedesktop.org/virgl/virglrenderer/) VirGL virtual OpenGL renderer
* [AMDVLK](https://github.com/GPUOpen-Drivers/AMDVLK) AMD Open Source Driver For Vulkan
* [open-gpu-kernel-modules](https://github.com/NVIDIA/open-gpu-kernel-modules) NVIDIA Linux open GPU kernel module source
* [EmberGL](https://github.com/EmberGL-org/EmberGL) A low-level open source graphics library, similar to OpenGL/DirectX/Vulkan, designed for real-time 2D/3D rendering on MCUs and other memory constrained non-GPU systems
* [SoftGLRender](https://github.com/keith2018/SoftGLRender) Tiny C++ Software Renderer / Rasterizer, and implements OpenGL and Vulkan renderers for comparison
* [raster2mesh](https://github.com/sylefeb/raster2mesh) This project demonstrates a fun and intriguing approach to rasterize anything towards a mesh, using only GPU pixel shaders and rasterization on OpenGL 4.2.
## Rendering Design
* [FrameGraph](https://github.com/azhirnov/FrameGraph) vulkan abstraction layer that represent frame as a task graph
* [DataDrivenRendering](https://github.com/JorenJoestar/DataDrivenRendering) Data Driven Rendering repository
* [vuk](https://github.com/martty/vuk) vuk - A rendergraph-based abstraction for Vulkan
* [fg](https://github.com/acdemiralp/fg) Rendering abstraction which describes a frame as a directed acyclic graph of render tasks and resources.
* [RenderGraph](https://github.com/DragonJoker/RenderGraph) Render graph management library.
* [FrameGraph](https://github.com/skaarj1989/FrameGraph) Renderer agnostic frame graph library [Example](https://github.com/skaarj1989/FrameGraph-Example)
* [LegitEngine](https://github.com/Raikiri/LegitEngine) A rendergraph-based graphical framework for Vulkan
* [PathFinder](https://github.com/man-in-black382/PathFinder) An attempt to build a modern renderer using modern graphic APIs. Pillars of the architecture are Bindless Resources and Render Graph.
## Geospatial
* [Skybolt](https://github.com/Prograda/Skybolt) C++/Python-based 3D geospatial application for simulating and visualizing dynamic objects in planetary environments
* [cesium](https://github.com/CesiumGS/cesium) An open-source JavaScript library for world-class 3D globes and maps
* [cesium-unreal](https://github.com/CesiumGS/cesium-unreal) Bringing the 3D geospatial ecosystem to Unreal Engine
## GI
### Collection
* [IlluminationComparison](https://github.com/EKnapik/IlluminationComparison) A comparison of typical illumination methods. (SSAO, HBO, VXGI, and Ray Traced Global Illumination)
* [dirtchamber](https://github.com/thefranke/dirtchamber) A mixed reality testing environment for real-time global illumination algorithms
* [DXR-Sandbox-GI](https://github.com/steaklive/DXR-Sandbox-GI) Simple DirectX 12 toy framework for testing Global Illumination: Reflective Shadow Mapping, Light Propagation Volume, Voxel Cone Tracing, DXR
#### PRT
* [SHTest](https://github.com/dwilliamson/SHTest) Spherical Harmonic Lighting (Direct/Shadowed/Indirect/Subsurface)
* [SphericalHarmonicLighting](https://github.com/jan-van-bergen/SphericalHarmonicLighting) Global Illumination using Spherical Harmonics
* [Urho3D-1.4-SphericalHarmonicLighting](https://github.com/Lumak/Urho3D-1.4-SphericalHarmonicLighting) Testing spherical harmonic lighting based on the spherical-harmonic-lighting.pdf
#### Irradiance Environment Maps
* [Probulator](https://github.com/kayru/Probulator) :thumbsup: Experimentation framework for probe-based lighting
* [hyper3d-envmapgen](https://github.com/Hyper3D/hyper3d-envmapgen) Pre-filtered mipmapped radiance environment map generator that runs on WebAssembly.
* [envtools](https://github.com/rlk/envtools) Utilities to manipulate spherical images
#### Irradiance Probes/Voxels
* [webgl-deferred-irradiance-volumes](https://github.com/pyalot/webgl-deferred-irradiance-volumes) An implementation of deferred irradiance volumes in WebGL
* [RealTimeGI](https://github.com/PolyAH/RealTimeGI) Real-Time Global Illumination - University of Leeds MSc Project.
* [Precomputed-Light-Field-Probes](https://github.com/Global-Illuminati/Precomputed-Light-Field-Probes) Real-Time Global Illumination using Precomputed Light Field Probes
* [RTXGI-DDGI](https://github.com/NVIDIAGameWorks/RTXGI-DDGI) RTX Global Illumination (RTXGI) SDK
* [LuxGI](https://github.com/flwmxd/LuxGI) Hybrid GI solution, based on DDGI ( include Ray-Tracing and SDF-Tracing )
* [PRT](https://github.com/lvjiahui/PRT) Precomputed Radiance Transfer in OpenGL
#### Radiance Cache
* [RTXGI](https://github.com/NVIDIAGameWorks/RTXGI) RTXGI v2.0 Update including Neural Radiance Cache and Spatial Hash Radiance Cache
* [BrixelizerGi](https://github.com/GPUOpen-LibrariesAndSDKs/FidelityFX-SDK/tree/main/samples/brixelizergi) FidelityFX Brixelizer GI is a simplified implementation of AMD GI-1.0
* [Capsaicin](https://github.com/GPUOpen-LibrariesAndSDKs/Capsaicin)
#### SurfelGI
* [SurfelGI](https://github.com/W298/SurfelGI) Real-Time dynamic global illumination based on surfel. This project is based on GIBS presented at SIGGRAPH 2021.
#### VPL
* [VSGL](https://github.com/yusuketokuyoshi/VSGL) Fast Indirect Illumination Using Two Virtual Spherical Gaussian Lights
* [simple-instant-radiosity](https://github.com/githole/simple-instant-radiosity)
* [GIGL](https://github.com/vgfx/GIGL) Tiny Global Illumination OpenGL Renderer
#### Imperfect Shadow Maps
* [qt5-shadow-maps](https://github.com/tatsy/qt5-shadow-maps) Shadow mapping implementation with Qt5 and OpenGL
#### LPV
* [Light-Propagation-Volumes](https://github.com/djbozkosz/Light-Propagation-Volumes)
* [GI-LPV](https://github.com/innovation-cat/GI-LPV) Implement global illumination with OCaml, using light propagation volumes
#### VCT
* [Nigiri](https://github.com/ninlilizi/Nigiri) A fully-dynamic voxel-based global illumination system for Unity.
* [SEGI](https://github.com/sonicether/SEGI) Almost real-time Global Illumination for Unity.
* [Unity-SRP-VXGI](https://github.com/Looooong/Unity-SRP-VXGI) Voxel-based Global Illumination using Unity Scriptable Render Pipeline.
* [VCTRenderer](https://github.com/jose-villegas/VCTRenderer) Deferred voxel shading for real-time global illumination. https://jose-villegas.github.io/post/deferred_voxel_shading/
* [voxel-cone-tracing](https://github.com/Friduric/voxel-cone-tracing) A real-time global illumination implementation using voxel cone tracing.
* [VoxelConeTracingGI](https://github.com/compix/VoxelConeTracingGI) Global illumination with Voxel Cone Tracing in fully dynamic scenes using a 3D clipmap to support huge areas around the camera while maintaining a low memory footprint.
* [Vulkan-VXGI-VR-FrameWork](https://github.com/byumjin/Vulkan-VXGI-VR-FrameWork) University of Pennsylvania, CIS 565: GPU Programming and Architecture, Final Project
* [MAGE](https://github.com/matt77hias/MAGE) Game and rendering engine featuring both forward and deferred PBR (physically-based rendering) pipelines with optional indirect illumination using Voxel Cone Tracing.
* [VoxelConeTracing](https://github.com/domme/VoxelConeTracing) An implementation of the "Voxel Cone Tracing" global illumination technique proposed by Cyril Crassin
* [VCTGI](https://github.com/rdinse/VCTGI) GPU-based real-time global illumination renderer based on voxel cone tracing
* [DXE](https://github.com/LanLou123/DXE) A voxel cone traced realtime Global Illumination rendering engine in dx12, wip
* [Voxel_Cone_Tracing](https://github.com/kbladin/Voxel_Cone_Tracing) [Voxel-Cone-Tracing](https://github.com/Cigg/Voxel-Cone-Tracing) easy to understand
#### SSGI
* [SSRT3](https://github.com/cdrinmatane/SSRT3) Real-time global illumination using screen-space information for Unity HDRP
* [URP_SSR](https://github.com/EricHu33/URP_SSR) Screen space reflection for Unity 2022 and Unity6
* [UnitySSGIURP](https://github.com/jiaozi158/UnitySSGIURP) Screen Space Global Illumination for Unity URP (Universal Render Pipeline).
* [SSGI-URP](https://github.com/demonixis/SSGI-URP) Screen Space Global Illumination for Unity Universal Render Pipeline
* [FSSGI](https://github.com/bloc97/FSSGI) Fast Screen Space Global Illumination
* [mfssgi](https://github.com/MFrankfort84/mfssgi)
#### Radiance Cascades
* [src-dgi](https://github.com/mxcop/src-dgi) Surfel Radiance Cascades Diffuse Global Illumination
* [RadianceCascadesUnity](https://github.com/Youssef-Afella/RadianceCascadesUnity) A simple 2D implementation of Radiance Cascades by Alexander Sannikov in Unity
* [Unity-2D-Radiance-Cascade-Demo](https://github.com/ZY4N/Unity-2D-Radiance-Cascade-Demo) Demo 2D implementation of radiance cascade global illumination in Unity.
#### Path tracing
* [minpt](https://github.com/hi2p-perim/minpt) A path tracer in 300 lines of C++
* [GLSL-PathTracer](https://github.com/knightcrawler25/GLSL-PathTracer) :thumbsup: A GLSL Path Tracer
* [path_tracer](https://github.com/MomentsInGraphics/path_tracer) :thumbsup: An educational path tracer written in C using Vulkan to supplement a lecture series on path tracing.
* [PSRayTracing](https://github.com/define-private-public/PSRayTracing) A (modern) C++ implementation of the first two books of the Peter Shirley Ray Tracing mini-books
* [rayn](https://github.com/termhn/rayn) A small path tracing renderer written in Rust.
* [TrueTrace-Unity-Pathtracer](https://github.com/Pjbomb2/TrueTrace-Unity-Pathtracer) A passion projects that has been going on for awhile, finally at a place where I feel comfortable tentatively uploading it to Github for others
* [RVPT](https://github.com/GraphicsProgramming/RVPT) Realtime Vulkan path tracer from scratch kind of thing
* [simple-bidirectional-pathtracer](https://github.com/githole/simple-bidirectional-pathtracer)
* [edubpt](https://github.com/githole/edubpt)
* [Volumetric-Path-Tracer](https://github.com/sergeneren/Volumetric-Path-Tracer) Volumetric path tracer using cuda
* [simple-spectral](https://github.com/imallett/simple-spectral) A Simple Spectral Renderer
* [HIPRT-Path-Tracer](https://github.com/TomClabault/HIPRT-Path-Tracer) Unbiased & physically-based GPU HIPRT (C++/HIP) interactive path tracing renderer
#### RTX
* [Q2RTX](https://github.com/NVIDIA/Q2RTX) NVIDIA’s implementation of RTX ray-tracing in Quake II [zyanidelab/Q2RTX](https://github.com/zyanidelab/Q2RTX)
* [Quartz](https://github.com/Nadrin/Quartz) Physically based Vulkan RTX path tracer with a declarative ES7-like scene description language.
* [DXRPathTracer](https://github.com/TheRealMJP/DXRPathTracer) A (very) simple path tracer implemented using DirectX Ray Tracing (DXR)
* [WispRenderer](https://github.com/TeamWisp/WispRenderer) RTX Ray Tracing Renderer, made by Y3 students at Breda University of Applied Science https://teamwisp.github.io
* [rtx-explore](https://github.com/rtx-on/rtx-explore) DirectX Raytracing Path Tracer
* [Kaguya](https://github.com/kcloudy0717/Kaguya) This is a hobby project using DirectX 12 and DirectX RayTracing (DXR)
* [RayTracingInVulkan](https://github.com/GPSnoopy/RayTracingInVulkan) Implementation of Peter Shirley's Ray Tracing In One Weekend book using Vulkan and NVIDIA's RTX extension.
* [PBRVulkan](https://github.com/Zielon/PBRVulkan) Vulkan Real-time Path Tracer Engine
* [Helios](https://github.com/diharaw/Helios) Real-time unidirectional GPU path tracer using the cross-vendor Vulkan ray-tracing extensions.
* [vk_mini_path_tracer](https://github.com/nvpro-samples/vk_mini_path_tracer) A beginner-friendly Vulkan path tracing tutorial in under 300 lines of C++.
#### ReSTIR
* [RTXDI](https://github.com/NVIDIAGameWorks/RTXDI) RTX Dynamic Illumination is a framework that facilitates the implementations of efficient direct light sampling in real-time renderers
* [VolumetricReSTIRRelease](https://github.com/DQLin/VolumetricReSTIRRelease) SIGGRAPH Asia 2021 paper "Fast Volume Rendering with Spatiotemporal Reservoir Resampling"
* [ReSTIR-Vulkan](https://github.com/lukedan/ReSTIR-Vulkan) Vulkan implementation of ReSTIR
* [Reservoir-Spatio-Temporal-Importance-Resampling-ReSTIR](https://github.com/tatran5/Reservoir-Spatio-Temporal-Importance-Resampling-ReSTIR) Reservoir Spatio Temporal Importance Resampling
* [ReSTIR_PT](https://github.com/DQLin/ReSTIR_PT) Source Code for SIGGRAPH 2022 Paper "Generalized Resampled Importance Sampling: Foundations of ReSTIR"
#### Metropolis Light Transport
#### PhotonMapping
* [CPMFIGIOTVVD](https://github.com/ResearchDaniel/Correlated-Photon-Mapping-for-Interactive-Global-Illumination-of-Time-Varying-Volumetric-Data) Correlated Photon Mapping for Interactive Global Illumination of Time-Varying Volumetric Data by Daniel Jönsson and Anders Ynnerman
* [SOPGI](https://github.com/alexnardini/SOPGI) A VEX raytracer for SideFX Houdini with photon mapping global illumination and full recursive reflections and refractions
* [DXR-PhotonMapper](https://github.com/ananthaks/DXR-PhotonMapper) An implementation of Photon Mapping using DXR
* [RTProgressivePhotonMapper](https://github.com/SirKero/RTProgressivePhotonMapper) A Hardware Raytracing based Progressive Photon Mapper using Falcor 5.2
#### Ambient occlusion
* [KinoObscurance](https://github.com/keijiro/KinoObscurance) Alchemy Ambient Obscurance ---AlchemyHPG11
* [ScalableAmbientObscurance](https://research.nvidia.com/publication/scalable-ambient-obscurance) https://research.nvidia.com/publication/scalable-ambient-obscurance
* [XeGTAO](https://github.com/GameTechDev/XeGTAO) An implementation of [Jimenez et al., 2016] Ground Truth Ambient Occlusion, MIT license
* [ASSAO](https://github.com/GameTechDev/ASSAO) Adaptive Screen Space Ambient Occlusion
* [Robust Screen Space Ambient Occlusion](https://github.com/wolfgangfengel/GPUZen/tree/master/04_Screen%20Space/) Robust Screen Space Ambient Occlusion
* [HBAOPlus](https://github.com/NVIDIAGameWorks/HBAOPlus) HBAO+ is a SSAO algorithm designed to achieve high efficiency on DX11 GPUs.
* [gl_ssao](https://github.com/nvpro-samples/gl_ssao) optimized screen-space ambient occlusion, cache-aware hbao
* [VXAO](https://developer.nvidia.com/vxao-voxel-ambient-occlusion) Voxel Ambient Occlusion
* [MiniEngineAO](https://github.com/keijiro/MiniEngineAO) SSAO image effect from Microsoft MiniEngine, ported to Unity.
* [NNAO](https://github.com/simeonradivoev/NNAO) Neural Network Ambien Occlusion
* [dssdo](https://github.com/kayru/dssdo) Deferred Screen Space Directional Occlusion http://kayru.org/articles/dssdo/
* [AmplifyOcclusion](https://github.com/AmplifyCreations/AmplifyOcclusion) Full source-code for Amplify Occlusion plugin for Unity [AmplifyOcclusion-URP](https://github.com/neon-age/AmplifyOcclusion-URP)
* [Unity-Ground-Truth-Ambient-Occlusion](https://github.com/MaxwellGengYF/Unity-Ground-Truth-Ambient-Occlusion) A physically based screen space ambient occulsion post processing effect
* [Unity-GeoAO](https://github.com/nezix/Unity-GeoAO) Fast ambien occlusion in Unity at runtime
* [ConeSphereOcclusionLUT](https://github.com/knarkowicz/ConeSphereOcclusionLUT) ConeSphereOcclusionLUT generates a cone sphere occlusion LUT to be used with TLoU style **capsule AO shadows**. For details "Lighting Technology Of "The Last Of Us".
* [RTAO](https://github.com/boksajak/RTAO) Ray Traced Ambient Occlusion (RTAO) implemented using DirectX Raytracing (DXR)
* [BNAO](https://github.com/Fewes/BNAO) A tiny, GPU-based Bent Normal and Ambient Occlusion baker for Unity.
* [dxr-ao-bake](https://github.com/Twinklebear/dxr-ao-bake) A demo of ambient occlusion map baking using DXR
* [aobaker](https://github.com/prideout/aobaker) ambient occlusion baking tool
* [VertexColorBaker](https://github.com/Fewes/VertexColorBaker) An AssetPostprocessor for Unity that can bake ambient occlusion and curvature information into mesh vertex color channels.
#### Bent Normal
* [ssbn](https://github.com/KageKirin/ssbn) Screen Space Bent Normals
#### Radiosity Normal Mapping
* [GzRNM](https://github.com/Geenz/GzRNM) brings Radiosity Normal Mapping/Directional Light Mapping to Unity 3D!
* [SSbumpGenerator](https://sourceforge.net/projects/ssbumpgenerator/) A GUI interface to a tool for generating SSBumps (Self Shadowed Bump Maps).
#### LightMap
* [lightmapper](https://github.com/ands/lightmapper) A C/C++ single-file library for drop-in lightmap baking. Just use your existing OpenGL renderer to bounce light!
* [seamoptimizer](https://github.com/ands/seamoptimizer) A C/C++ single-file library that minimizes the hard transition errors of disjoint edges in lightmaps.
* [BakingLab](https://github.com/TheRealMJP/BakingLab) A D3D11 application for experimenting with Spherical Gaussian lightmaps
* [GPULightmass](https://github.com/AlanIWBFT/GPULightmass) Luoshuang's GPULightmass for UE4
* [trianglepacker](https://github.com/ray-cast/trianglepacker) Triangle packer for light map
* [HDR_Lightmapper](https://github.com/Naxela/HDR_Lightmapper) Implements a cycles based lightmapper with denoiser
* [The_Lightmapper](https://github.com/Naxela/The_Lightmapper) Fast and easy baked GI Lightmaps for Blender and Cycles
* [LightmapperToy](https://github.com/candycat1992/LightmapperToy) This project is a hobby lightmapper completely based on Houdini geometry nodes. Basically it grew out of a re-implementation of Matt's The Baking Lab with some modification.
#### MLGI
* [DeepIllumination](https://github.com/CreativeCodingLab/DeepIllumination) Code and examples from our paper "Deep Illumination: Approximating Dynamic Global Illumination with Generative Adversarial Networks," by Manu Mathew Thomas and Angus Forbes
#### Others
* [LGHDemo](https://github.com/DQLin/LGHDemo) Real-Time Rendering with Lighting Grid Hierarchy I3D 2019 Demo
* [PBGI](https://github.com/XT95/PBGI) Point Based Global Illumination
### GI Simulation
#### Diffuse inter-reflection
#### Caustic
* [SC_Tracer](https://github.com/ningfengh/SC_Tracer) photon mapping for global illumination and caustic
* [Crystal-Caustics](https://github.com/CJT-Jackton/Crystal-Caustics) Approximated crystal caustics effect in Unity.
#### Reflection
* [ComputeStochasticReflections](https://github.com/simeonradivoev/ComputeStochasticReflections) Compute Stochastic Screen Space Reflections for unity post processing
* [kode80SSR](https://github.com/kode80/kode80SSR) An open source screen space reflections implementation for Unity3D 5.
* [StochasticScreenSpaceReflection](https://github.com/cCharkes/StochasticScreenSpaceReflection)
* [Unity-Screen-Space-Reflection](https://github.com/MaxwellGengYF/Unity-Screen-Space-Reflection) Clearly Screen Space Reflection
* [UnitySSR](https://github.com/Xerxes1138/UnitySSR) Open source screen space reflection for Unity 5
* [Unity-ScreenSpaceReflections-URP](https://github.com/JoshuaLim007/Unity-ScreenSpaceReflections-URP) SSR solution for Unity URP
* [synthese_image](https://github.com/theFrenchDutch/synthese_image) author's [blog](http://thomasdeliot.wixsite.com/blog/single-post/2018/04/26/Small-project-OpenGL-engine-and-PBR-deferred-pipeline-with-SSRSSAO)
* [URP_ScreenSpacePlanarReflections](https://github.com/Steven-Cannavan/URP_ScreenSpacePlanarReflections) Simple example of implementing screen space planar reflections as a RenderFeature for URP
* [UnityURP-MobileScreenSpacePlanarReflection](https://github.com/ColinLeung-NiloCat/UnityURP-MobileScreenSpacePlanarReflection) A simple and fast ScreenSpacePlanarReflection(SSPR) as a standalone reusable RendererFeature in URP.
* [Jin-Engine-2.1](https://github.com/byumjin/Jin-Engine-2.1) The implementation of Pixel-projected Screen Space Reflections
* [BakedReflectionsUnity](https://github.com/julhe/BakedReflectionsUnity) :thumbsup: Reflection Probe Atlas impl. for Unity
#### Refraction
* [SS-refraction-through-depth-peeling-in-threejs](https://github.com/Domenicobrz/SS-refraction-through-depth-peeling-in-threejs) Screen space refraction through depth peeling in threejs
#### Shadow
* [realtimeshadows](https://www.realtimeshadows.com/?q=node/12) codes
* [Shadows](https://github.com/TheRealMJP/Shadows) :thumbsup: A sample app that demonstrates several techniques for rendering real-time shadow maps
* [UnityPCSS](https://github.com/TheMasonX/UnityPCSS) Nvidia's PCSS soft shadow algorithm implemented in Unity
* [ContactShadows](https://github.com/keijiro/ContactShadows) Experimental implementation of contact shadows for Unity.
* [HFTS](https://developer.nvidia.com/Hybrid-Frustum-Traced-Shadows) NVIDIA Hybrid Frustum Traced Shadows in NVIDIA ShadowLib.
* [ShadowFX](https://github.com/GPUOpen-Effects/ShadowFX) DirectX 11 and 12 library that provides a scalable and GCN-optimized solution for deferred shadow filtering
* [Cinder-Experiments](https://github.com/simongeilfus/Cinder-Experiments) A collection of experiments, samples and other bits of code.
* [of-ESMShadowMapping](https://github.com/jacres/of-ESMShadowMapping) Exponential Shadow Mapping in openFrameworks
* [RayTracedShadows](https://github.com/kayru/RayTracedShadows) This demo implements BVH construction and GPU traversal for rendering hard shadows.
* [InlineRayTracingShadows](https://github.com/INedelcu/InlineRayTracingShadows) Sample scene that uses ray traced shadows generated by a compute shader using ray queries.
* [RaytracedHardShadow](https://github.com/unity3d-jp/RaytracedHardShadow) DXR based raytraced hard shadow for Unity
* [ShadowVolume](https://github.com/chengkehan/ShadowVolume) Shadow Volume for Static-Scene-Object of Unity
* [variance_shadow_mapping_vk](https://github.com/sydneyzh/variance_shadow_mapping_vk) Variance shadow mapping for omni lights with Vulkan
* [Precomputed-Shadow-Fields-for-Dynamic-Scenes](https://github.com/nblintao/Precomputed-Shadow-Fields-for-Dynamic-Scenes) A realization of computing soft shadow by shadow fields
* [DeepShadowMap](https://github.com/ecidevilin/DeepShadowMap) Real-Time Deep Shadow Maps for Unity3D
* [CachedShadowMaps](https://github.com/aivclab/CachedShadowMaps) Cached Shadow Map Solution for Unity
* [Unity-Capsule-Shadows](https://github.com/frostbone25/Unity-Capsule-Shadows) A work in progress solution for capsule shadows in Unity.
* [Analytic Soft Shadows (Built-In/URP)](https://assetstore.unity.com/packages/vfx/shaders/fullscreen-camera-effects/analytic-soft-shadows-built-in-urp-189680) Analytic Soft Shadows is a real-time soft shadowing solution with shadows defined by Spheres, Capsules and Boxes
##### Compressed Shadow
* [Compressed-shadow-maps](https://github.com/lscandolo/Compressed-shadow-maps) Demo code for the compressed shadow maps project
* [voxelized-shadows-improved](https://github.com/loinesg/voxelized-shadows-improved) Construction and sampling of precomputed shadows in a compressed voxel octree
* [ocTreeVoxelizedShadows](https://github.com/jackie2009/ocTreeVoxelizedShadows) Voxelized shadows implemented based on octree The Unity technical team recommends that large terrain be used instead of baking
## PostProcessing
#### Collection
* [VolFx](https://github.com/NullTale/VolFx) Selective Post Processing with buffer system
* [PostProcessing](https://github.com/Unity-Technologies/PostProcessing) Post Processing Stack
* [reshade-shaders](https://github.com/crosire/reshade-shaders) A collection of post-processing shaders written for ReShade. https://reshade.me
* [GShade](https://github.com/Mortalitas/GShade) GShade is a highly modified ReShade fork & utility package with numerous improvements and settings autodetection for over 300 games.
* [CobraFX](https://github.com/LordKobra/CobraFX) CobraFX comprises SirCobra's contribution of shaders for ReShade.
* [OtisFX](https://github.com/FransBouma/OtisFX) A small set of effects for Reshade
* [Cat-PostProcessing](https://github.com/JoachimCoenen/Cat-PostProcessing) various post-processing effects for Unity
#### AA
* [CMAA2](https://github.com/GameTechDev/CMAA2) Conservative Morphological Anti-Aliasing 2.0
* [MSAAFilter](https://github.com/TheRealMJP/MSAAFilter) MSAA and Temporal AA Sample
* [temporal](https://github.com/playdeadgames/temporal) Temporal Reprojection Anti-Aliasing for Unity 5.0+
* [TAA_Unity_URP](https://github.com/sienaiwun/TAA_Unity_URP) Temporal Anti-Aliasing(TAA) for Unity’s Universal Render Pipeline
* [smaa](https://github.com/iryoku/smaa) SMAA: Subpixel Morphological Antialiasing, is a very efficient GPU-based MLAA implementation
* [smaaDemo](https://github.com/turol/smaaDemo) Subpixel Morphological AntiAliasing OpenGL/Vulkan demo
* [SMAA](https://github.com/Chman/SMAA) SMAA in unity3D
* [SpecularAA](https://github.com/TheRealMJP/SpecularAA) A demo of various normal map filtering techniques for reducing specular aliasing
* [glsl-fxaa](https://github.com/mattdesl/glsl-fxaa) FXAA implementation for glslify in WebGL
* [Phone-wire AA](http://www.humus.name/index.php?page=3D&ID=89)
* [DLAA](https://github.com/ForserX/DLAA) (DLAA) Directionally Localized antiAliasing
* [TAA-STAR](https://github.com/cg-tuwien/TAA-STAR) C++/Vulkan Implementations of State of the Art Temporal Anti-Aliasing Techniques
* [UE4 DLSS](https://github.com/NvRTX/UnrealEngine) DLSS Plugin for Unreal Engine
* [Fast-Adaptive-AA](https://github.com/grebord/Fast-Adaptive-AA) This is a modification of Timothy Lottes' PC FXAA v3 with a different Edge Detection algorithm that prevents blurring and catches edges better. For Reshade
#### Denoising
* [oidn](https://github.com/OpenImageDenoise/oidn) Intel(R) Open Image Denoise library http://www.openimagedenoise.org/
* [NvidiaAIDenoiser](https://github.com/DeclanRussell/NvidiaAIDenoiser) A simple implementation of Nvidia's AI denoiser
* [RealTimeDenoisingNeuralBilateralGrid](https://github.com/xmeng525/RealTimeDenoisingNeuralBilateralGrid) [EGSR2020] Real-time Monte Carlo Denoising with the Neural Bilateral Grid
* [practicalDenoising](https://github.com/ImageEngine/practicalDenoising) Reference Implementation of Practical Denoising for VFX Production Using Temporal Blur
* [bcd](https://github.com/superboubek/bcd) Bayesian Collaborative Denoiser for Monte-Carlo Rendering
* [glslSmartDeNoise](https://github.com/BrutPitt/glslSmartDeNoise) :thumbsup: Fast glsl spatial deNoise filter
#### Bloom
* [SE-Natural-Bloom-Dirty-Lens](https://github.com/sonicether/SE-Natural-Bloom-Dirty-Lens) (Legacy) post-processing effect for Unity.
* [Unity_StarGlow](https://github.com/XJINE/Unity_StarGlow) This is an implementation of Kawase's light-streak.
#### Tone Mapping
* [tonemapper](https://github.com/tizian/tonemapper) A tool for exploring and applying various tonemapping operators.
* [glsl-tone-map](https://github.com/dmnsgn/glsl-tone-map) A collection of tone mapping functions available both as ES modules strings and as GLSL files for use with glslify
* [ToneMapping](https://github.com/KhronosGroup/ToneMapping) A collection of tone mappers for the display of 3D graphics
* [AgXc](https://github.com/MrLixm/AgXc) Fork of Troy.S AgX, a display rendering transform available via OCIO and more
* [prod80-ReShade-Repository](https://github.com/prod80/prod80-ReShade-Repository) Highly advanced Color Effects created for Reshade
* [aces-dev](https://github.com/ampas/aces-dev) AMPAS Academy Color Encoding System Developer Resources http://www.oscars.org/aces
* [tony-mc-mapface](https://github.com/h3r2tic/tony-mc-mapface) Takes HDR Rec.709/sRGB stimulus, and maps it to LDR. It's tranquil and collected, and won't set your eyes ablaze.
#### ProceduralProcessing
* [NeuralNetworkPostProcessing](https://github.com/maajor/NeuralNetworkPostProcessing) Unity Post Processing with Convolution Neural Network
* [RunwayML-for-Unity](https://github.com/runwayml/RunwayML-for-Unity) RunwayML for Unity 🎯 https://runwayml.com/integrations
* [Procedural-painting](https://github.com/IRCSS/Procedural-painting) Procedural painting algorithms in Unity 3d with compute shaders based on genetic evolution algorithms
* [Waifu2xBarracuda](https://github.com/keijiro/Waifu2xBarracuda) Waifu2x Unity Barracuda implementation
* [barracuda-style-transfer](https://github.com/UnityLabs/barracuda-style-transfer) Companion code for the Unity Style Transfer blog post, showcasing realtime style transfer using Barracuda.
* [triangle](https://github.com/esimov/triangle) Convert images to computer generated art using delaunay triangulation
#### ImageFilter
* [UnityImageEffects](https://github.com/hiroakioishi/UnityImageEffects) Post Processing Effects for Unity
* [android-gpuimage](https://github.com/cats-oss/android-gpuimage) Android filters based on OpenGL (idea from GPUImage for iOS)
* [NonuniformBlur](https://github.com/StarsX/NonuniformBlur) A very fast approximation to large-kernel Gaussian blur with nonuniform blur radii, by making use of box-filtered mip maps V-cycle
#### SuperResolution
* [FidelityFX-FSR](https://github.com/GPUOpen-Effects/FidelityFX-FSR) FidelityFX Super Resolution
* [OptiScaler](https://github.com/cdozdil/OptiScaler) OptiScaler bridges upscaling/frame gen across GPUs.
* [Anime4K](https://github.com/bloc97/Anime4K) A High-Quality Real Time Upscaler for Anime Video
* [Magpie](https://github.com/Blinue/Magpie) Magpie 是一个轻量级的窗口缩放工具,内置了多种高效的缩放算法和滤镜。它主要用于提升游戏画质和让不支持全屏化的游戏也能全屏显示等。
* [Waifu2x-Extension-GUI](https://github.com/AaronFeng753/Waifu2x-Extension-GUI) Video, Image and GIF upscale/enlarge(Super-Resolution) and Video frame interpolation. Achieved with Waifu2x, Real-ESRGAN, Real-CUGAN, RTX Video Super Resolution VSR, SRMD, RealSR, Anime4K, RIFE, IFRNet, CAIN, DAIN, and ACNet.
#### CheckerboardRendering
* [mosaiikki](https://github.com/pezcode/mosaiikki) Checkerboard rendering with Magnum and OpenGL
* [DynamicCheckerboardRendering](https://github.com/GameTechDev/DynamicCheckerboardRendering) Checkerboard Rendering and Dynamic Resolution Rendering in the DX12 MiniEngine
#### Compression
* [JPEG-MP4-Compression-PostProcessing-Effect-for-Unity3D](https://github.com/JanMalitschek/JPEG-MP4-Compression-PostProcessing-Effect-for-Unity3D) This package aims to accurately recreate the effect of JPEG/MP4 compression as a PostProcessing Effect
## Material
### Shade Model
##### BSDF
* [libbsdf](https://github.com/KimuraRyo/libbsdf) Library for BSDF, BRDF, and BTDF
* [brdf](https://github.com/wdas/brdf) [brdfExplorer](https://github.com/sotnychenko/brdfExplorer)
* [BRDFExplorer](https://github.com/Corralx/BRDFExplorer) http://corralx.github.io/projects
* [Lux](https://github.com/larsbertram69) Lux – open source physically based shader framework for unity
* [Alloy](https://github.com/Josh015/Alloy) Alloy physical shader framework for Unity. https://alloy.rustltd.com/
* [AntonovSuit](https://github.com/cCharkes/AntonovSuit)
* [brdf](https://github.com/boksajak/brdf) Code sample accompanying the article "Crash Course in BRDF Implementation"
* [anisotropic_layered_material](https://github.com/tomoya5296/anisotropic_layered_material) Code for "Real-time Rendering of Layered Materials with Anisotropic Normal Distributions", SIGGRAPH ASIA 2019.
* [WaveOpticsBrdf](https://github.com/lingqi/WaveOpticsBrdf) This code implements the key ideas of the paper: Rendering Specular Microgeometry with Wave Optics, by Ling-Qi Yan, Miloš Hašan, Bruce Walter, Steve Marschner, Ravi Ramamoorthi.
##### SVBRDF
* [svbrdf-oculus](https://github.com/jknuuttila/svbrdf-oculus) materials from Two-Shot SVBRDF Capture for Stationary Materials by Aittala et al (2015).
* [Matmorpher](https://github.com/AlbanGauthier/Matmorpher) Code repository for the EGSR 2021 paper MatMorpher: A Morphing Operator for SVBRDFs
* [DeepInverseRendering](https://github.com/msraig/DeepInverseRendering) Deep Inverse Rendering for High-resolution SVBRDF Estimation from an Arbitrary Number of Images
#### BSSRDF
* [Subsurface-Light-Transport-Raytracer](https://github.com/curranmax/Subsurface-Light-Transport-Raytracer)
* [SingleScatteringEditing](https://github.com/ykcadcg/SingleScatteringEditing)
* [hitchhikersscatter](https://github.com/eugenedeon/hitchhikersscatter) A Hitchhiker’s Guide to Multiple Scattering
#### IBL
* [IBLBaker](https://github.com/derkreature/IBLBaker) Light probe generation and BRDF authoring for physically based shading.
* [cmftStudio](https://github.com/dariomanesku/cmftStudio) cross-platform open-source cubemap filtering tool.
* [PBR](https://github.com/Nadrin/PBR) An implementation of physically based shading model & image based lighting in various graphics APIs.
#### AreaLight
* [LTC_BRDF_Fit](https://github.com/EvgeniiG/LTC_BRDF_Fit) BRDF fitting code for LTC Area Lights by Heitz et al.
* [ltc_code](https://github.com/selfshadow/ltc_code) Code for "Real-Time Polygonal-Light Shading with Linearly Transformed Cosines"
* [rtswplusd](https://github.com/BastianUrbach/rtswplusd) Real-Time Shading with Polyhedral Lights using Silhouette Detection
* [BezierLightLTC](https://github.com/Paul180297/BezierLightLTC) An official implementation of the paper "Real-Time Shading of Free-Form Area Lights using Linearly Transformed Cosines".
### Character
#### SSS
* [FastTranslucentShader](https://github.com/tatsy/FastTranslucentShader)
* [separable-sss](https://github.com/iryoku/separable-sss) iryoku's SSSSS
* [ScreenSpaceSubsurfaceScattering](https://github.com/Xerxes1138/ScreenSpaceSubsurfaceScattering)
* [SubsurfaceScattering](https://github.com/vcrom/SubsurfaceScattering) An implementation of a set screen space physically-based subsurface scattering algorithms
* [MultipassTranslucency](https://github.com/Philipp-Seifried/MultipassTranslucency) fake subsurface-scattering shader, using multiple passes with different blend ops to calculate thickness without reading back the depth buffer.
* [subsurfaceScatteringMat](https://github.com/N8python/subsurfaceScatteringMat) https://n8python.github.io/subsurfaceScatteringMat/
#### Skin
* [pbrt-skin-bssrdf](https://github.com/damlaren/pbrt-skin-bssrdf) Implementation of Donner & Jensen's "A Spectral BSSRDF for Shading Human Skin" in PBRT
* [skin-shader-unity](https://github.com/leonardo-domingues/skin-shader-unity) GPU Gems 3 - Chapter 14 using the Unity engine
* [Unity-Human-Skin-Shader-PC](https://github.com/MaxwellGengYF/Unity-Human-Skin-Shader-PC)
* [FaceWorks](https://github.com/NVIDIAGameWorks/FaceWorks) A middleware library and sample application for high-quality skin and eye rendering
#### Eye
#### Hair
* [TressFX](https://github.com/GPUOpen-Effects/TressFX) DirectX 11 library that provides convenient access to realistically rendered and simulated hair and fur
* [vkhr](https://github.com/CaffeineViking/vkhr) Real-Time Hybrid Hair Rendering using Vulkan™
* [WetaHair](https://github.com/zhoub/WetaHair) Implementation of "Importance Sampling for Physically-Based Hair Fiber Models"
* [libWetHair](https://github.com/nepluno/libWetHair) A Multi-Scale Model for Simulating Liquid-Hair Interactions http://libwethair.info
* [Realtime-Vulkan-Hair](https://github.com/clach/Realtime-Vulkan-Hair) University of Pennsylvania, CIS 565: GPU Programming and Architecture, Final Project
* [VHair](https://github.com/kennux/VHair) A highly experimental hair rendering and simulation solution for the Unity game engine
* [Hair-Renderer-2](https://github.com/AEspinosaDev/Hair-Renderer-2) Vulkan-based strand-level hair renderer
#### Colth
* [libwetcloth](https://github.com/nepluno/libwetcloth) A Multi-Scale Model for Simulating Liquid-Fabric Interactions
* [fabric-micro-detail-scattering](https://github.com/bradweiers/fabric-micro-detail-scattering) Micro Detail Fabric Shader
#### Silk
#### Fur
* [UnityFurURP](https://github.com/hecomi/UnityFurURP) Fur shader implementation for URP
* [FurRendering](https://github.com/jose-villegas/FurRendering) Fur rendering in Unity with Shell Texturing
* [UnityFurShader](https://github.com/Sorumi/UnityFurShader) Fur shader for Unity.
* [GIFT_PorterDoll](https://github.com/marza-realtime/GIFT_PorterDoll) PorterDoll Asset wtih "THE GIFT"
* [ShellFurGodot](https://github.com/Arnklit/ShellFurGodot) Add-on that adds a fur node to the Godot engine, using a shell based approach to imitate fur strands.
#### Glint
* [specular-manifold-sampling](https://github.com/tizian/specular-manifold-sampling) Code for "Specular Manifold Sampling for Rendering High-Frequency Caustics and Glints" (SIGGRAPH 2020)
* [real_time_glint](https://github.com/ASTex-ICube/real_time_glint) [real_time_glint_dictgenerator](https://github.com/ASTex-ICube/real_time_glint_dictgenerator) Procedural Physically based BRDF for Real-Time Rendering of Glints.
### Nature
#### Water
* [crest](https://github.com/wave-harmonic/crest) :thumbsup: A class-leading water system implemented in Unity
* [Ceto](https://github.com/Scrawk/Ceto) :thumbsup: Ceto: Ocean system for Unity
* [GodotOceanWaves](https://github.com/2Retr0/GodotOceanWaves) FFT-based ocean-wave rendering, implemented in Godot
* [Environment-Project](https://github.com/UE4-OceanProject/Environment-Project) An Environment Simulation project for Unreal Engine 4.
* [Ocean Community Next Gen](https://github.com/eliasts/Ocean_Community_Next_Gen) Next gen iteration of the unity community ocean shader
* [VaOcean](https://github.com/ufna/VaOcean) Ocean Surface Simulation Plugin for Unreal Engine 4
* [whitecaps](https://github.com/jdupuy/whitecaps) Real-time Animation and Rendering of Ocean Whitecaps
* [Water](https://github.com/GarrettGunnell/Water) Sum of sines and fft fluid simulation with a physically based water shader
* [FFT-Ocean](https://github.com/gasgiant/FFT-Ocean) [Ocean-URP](https://github.com/gasgiant/Ocean-URP) FFT ocean for Unity
* [EncinoWaves](https://github.com/blackencino/EncinoWaves) Implementation of "Empirical Directional Wave Spectra for Computer Graphics" paper by Christopher Horvath
* [water-wave-packets](https://github.com/jeschke/water-wave-packets) Sandbox binary and source code for the Siggraph 2017 paper "Water Wave Packets" by Stefan Jeschke (NVIDIA) and Chris Wojtan (IST Austria)
* [WaveParticle](https://github.com/AtwoodDeng/WaveParticle) A project for testing the wave particle
* [Wave-Particles-with-Interactive-Vortices](https://github.com/ACskyline/Wave-Particles-with-Interactive-Vortices) A dx12 river renderer using wave particles with interactive vortices.
* [BoatAttack](https://github.com/Verasl/BoatAttack) com.verasl.water-system Gerstner waves water.
* [UE4_Dynamic_Water_Project](https://github.com/marvelmaster/UE4_Dynamic_Water_Project) Unreal Engine 4 Dynamic Water Project by marvelmaster
* [RealtimeWater](https://github.com/hpatjens/RealtimeWater) implemented based on "Fast Water Simulation for Games Using Height Fields".
* [UnityWaveEquation](https://github.com/AsehesL/UnityWaveEquation) unity实现二维波方程交互水面与实时焦散
* [WaterCaustics](https://github.com/pabennett/WaterCaustics) Water caustic rendering experiments in OpenGL with Python
* [threejs-caustics](https://github.com/martinRenou/threejs-caustics) Caustics computation using ThreeJS
* [water-demo](https://github.com/shanecelis/water-demo) A port of Evan Wallace's "Water Demo" for WebGL to Unity.
* [Ocean_mobile_with_boat_physic](https://github.com/laurentClave/Ocean_mobile_with_boat_physic) Ocean mobile with boat physic controller
* [Unity-WaterBuoyancy](https://github.com/dbrizov/Unity-WaterBuoyancy) Water Buoyancy Simulation for Unity
* Jerry Tessendorf's paper "Simulating Ocean Water".
[fftocean](https://github.com/deiss/fftocean) [ocean-simulation](https://github.com/klantz81/ocean-simulation) [Phillips-Ocean](https://github.com/Scrawk/Phillips-Ocean)
* Eric.Bruneton's paper "an improved version using an FFT method to synthesize the surface."
[Eric.Bruneton](http://evasion.inrialpes.fr/~Eric.Bruneton/) [Brunetons-Ocean](https://github.com/Scrawk/Brunetons-Ocean)
* [tgda](https://github.com/eiszapfen2000/tgda) A real-time capable implementation of Tessendorf's choppy wave algorithm [Tessendorf1999a], augmented with wave spectrum models from oceanographic research
#### Snow
* [Unity-IndentShader](https://github.com/wacki/Unity-IndentShader) http://wacki.me/blog/2017/01/dynamic-snow-sand-shader-for-unity/
* [SnowDeformation](https://github.com/vanish87/SnowDeformation) To create a snow accumulation and deformation effect along with physical based rendering
* [UnrealSnow](https://github.com/bneukom/UnrealSnow) Unreal Engine snow simulation for large terrains using Compute Shaders for GPU paralellization.
* [DeepSnowFootprint](https://github.com/ZGeng/DeepSnowFootprint) A unity shader solution to generate footprint on thick snow surfaces.
* [unity-deformablesnow](https://github.com/thnewlands/unity-deformablesnow) Repository for online PIGSquad workshop on deformable snow in Unity.
* [SnowSimulation](https://github.com/hubi037/SnowSimulation) GPU Snow Simulation for Unity and Direct3D
* [snow](https://github.com/Azmisov/snow) "A Material Point Method for Snow Simulation" (Stomakhin et al., 2013).
* [SnowSimulation](https://github.com/TheBeach54/SnowSimulation)
#### Sand
* [JourneySand](https://github.com/AtwoodDeng/JourneySand) An Unity project to reproduce the sand rendering in Journey's style
#### Grass
* [GodotGrass](https://github.com/2Retr0/GodotGrass) Per-blade grass rendering inspired by "Ghost of Tsushima", implemented in Godot
* [UnityURP-InfiniteGrassField](https://github.com/Youssef-Afella/UnityURP-InfiniteGrassField) An Infinite GPU Instanced Grass Field that doesn't require storing trillions of positions in memory
* [KvantGrass](https://github.com/keijiro/KvantGrass) Animating grass shader for Unity
* [UnityGrassGeometryShader](https://github.com/IronWarrior/UnityGrassGeometryShader) https://roystan.net/articles/grass-shader.html
* [GLGrassRenderer](https://github.com/LesleyLai/GLGrassRenderer) implementation of Responsive Real-Time Grass Rendering for General 3D Scenes
* [Grass.DirectX](https://github.com/mreinfurt/Grass.DirectX) Realistic Grass Rendering using DirectX 11 and a geometry-shader based approach.
* [VulkanGrassRendering](https://github.com/moneimne/VulkanGrassRendering) Vulkan implementation of "Responsive Real-Time Grass Rendering for General 3D Scenes" by Jahrmann and Wimmer
* [GPUGrass](https://github.com/MidoriMeng/GPUGrass) real-time grass rendering based on GPU instancing
* [MassiveGrass](https://github.com/mewlist/MassiveGrass) Unity Terrain spawns a large number of grasses along the edge of the tree (shader independent)
* [RheaGrass](https://github.com/Ryan-Gee/RheaGrass) Rhea is a geometry-shader based grass for Unity's Universal Render Pipeline (URP).
* [shaders-6grass](https://github.com/daniel-ilett/shaders-6grass) Six varied methods for drawing grass with a range of use cases
#### Tree
* [Vulkan-Forest-Rendering-Engine](https://github.com/Jiaww/Vulkan-Forest-Rendering-Engine) High-Performance Real-Time Forest Rendering Engine developed using Vulkan
#### Terrain
* [Terrain-Topology-Algorithms](https://github.com/Scrawk/Terrain-Topology-Algorithms) Terrain topology algorithms in Unity
* [tin-terrain](https://github.com/heremaps/tin-terrain) A command-line tool for converting heightmaps in GeoTIFF format into tiled optimized meshes.
* [TerrainPrettifier](https://github.com/Fewes/TerrainPrettifier) A small GPU-based component designed to aid in cleaning and refining satellite/DEM based terrains directly inside Unity.
* [PVTUT](https://github.com/ACskyline/PVTUT) Procedural Virtual Texture with Unity Terrain
* [terrain-erosion-3-ways](https://github.com/dandrino/terrain-erosion-3-ways) Three Ways of Generating Terrain with Erosion Features
* [Webgl-Erosion](https://github.com/LanLou123/Webgl-Erosion) Erosion simulation in Web Browser
* [TerraForge3D](https://github.com/Jaysmito101/TerraForge3D) Cross Platform Professional Procedural Terrain Generation & Texturing Tool
* [Terrain-Decorator](https://github.com/emrecancubukcu/Terrain-Decorator) lightweight terrain tool for unity3d
* [ProceduralTerrain](https://github.com/theSoenke/ProceduralTerrain) Procedural voxel terrain generation in Unity
* [Terrain3D](https://github.com/outobugi/Terrain3D) An editable terrain system for Godot 4, written in C++
#### Cloud
* [volsample](https://github.com/huwb/volsample) Research on sampling methods for real-time volume rendering
* [kode80CloudsUnity3D](https://github.com/kode80/kode80CloudsUnity3D) A realtime volumetric cloud rendering solution for Unity3D.
* [clouds](https://github.com/greje656/clouds) Volumetric Clouds plugin for Stingray
* [Meteoros](https://github.com/Aman-Sachan-asach/Meteoros) Real-time Cloudscape Rendering in Vulkan based on the implementation of clouds in the Decima Engine.
* [Custom-Middleware](https://github.com/ConfettiFX/Custom-Middleware) Ephemeris 2 is a middleware solution for implementing a dynamic 24 hour Skydome System.
* [VolumeCloud](https://github.com/yangrc1234/VolumeCloud) Volume cloud for Unity3D
* [Clouds](https://github.com/SebLague/Clouds) https://www.youtube.com/watch?v=4QOcCGI6xOU
* [TerrainEngine-OpenGL](https://github.com/fede-vaccaro/TerrainEngine-OpenGL) renders an (almost) procedural scene, featuring a terrain with distance adaptive LOD, water surface simulation and volumetric clouds.
* [realtime_clouds](https://github.com/clayjohn/realtime_clouds) Experiment with generating clouds in real time on low end computer
* [Marshmallow](https://github.com/mccannd/Project-Marshmallow) Vulkan-based implementation of clouds from Decima Engine
* [volumetric-clouds](https://github.com/jaagupku/volumetric-clouds) Volumetric clouds in Unity
* [Raymarch-Clouds](https://github.com/Flafla2/Raymarch-Clouds) Unity Iq's Clouds.
* [droplet-render](https://github.com/jaelpark/droplet-render) Volumetric cloud modeling and rendering for Blender.
* [Mesh-Cloud-Rendering](https://github.com/maajor/Mesh-Cloud-Rendering) Reimplement Sea of Thieves's Cloud in Unity
* [godot_volumetric_smoke](https://github.com/HungryProton/godot_volumetric_smoke) A tiny experiment to recreate the volumetric smoke for Counter Strike 2 in Godot
#### Sky
* [Dante83/A-Starry-Sky](https://github.com/Dante83/A-Starry-Sky) A Realistic Skybox for A Frame! :D
* [SkyboxPanoramicShader](https://github.com/Unity-Technologies/SkyboxPanoramicShader)
* [SkyModels](https://github.com/diharaw/SkyModels) A collection of various Sky Models implemented with OpenGL compute shaders suitable for real-time rendering.
* [sun-sky](https://github.com/andrewwillmott/sun-sky) Various sun/sky models, convolution of theta/gamma-parameterised models
* [nvjob-sky-shader-simple-and-fast](https://github.com/nvjob/nvjob-sky-shader-simple-and-fast) #NVJOB Dynamic Sky. Sky Shaders. Free Unity Asset.
* [sun-sky](https://github.com/andrewwillmott/sun-sky) Various sun/sky models, convolution of theta/gamma-parameterised models
#### Rain
* [Unity-Raindrops](https://github.com/ya7gisa0/Unity-Raindrops) raindrops shader
* [RainDropEffect](https://github.com/EdoFrank/RainDropEffect) Rain Drop Effect2: Effective, Fast and Flexible Rain Distortion Effect for Unity
* [LensRain](https://github.com/Kink3d/LensRain) A screen-space lens rain effect using Unity's V2 Post-processing framework.
* [RainFX](https://github.com/smkplus/RainFX) Natural Rain
#### Fire
* [fire](https://github.com/robertcupisz/fire) A fire effect for Unity.
* [volumetric-fire](https://github.com/jaagupku/volumetric-fire) Project for Computer Graphics course by Jaagup Kuhi, Siim Raudsepp and Andri Poolakese
#### Ice
#### Iridescent
* [Iridescence](https://github.com/Xerxes1138/Iridescence)
* [Iridescent Shader](https://github.com/smkplus/Iridescence) Iridescence shader
* [SoapFlow](https://github.com/amandaghassaei/SoapFlow) a fluid simulation of a 2D soap film
#### Glass
* [unity-frosted-glass](https://github.com/andydbc/unity-frosted-glass) Test of a frosted glass material in Unity.
#### Gem
* [UnityRayTracingGem](https://github.com/Sorumi/UnityRayTracingGem) Ray tracing gem shader for Unity
## Environment
#### VolumetricLight
* [Unity-Baked-Volumetrics](https://github.com/frostbone25/Unity-Baked-Volumetrics) A work in progress graphics solution for completely baked volumetric lighting, meant to be very lightweight and inexpensive.
* [VolumetricLights](https://github.com/SlightlyMad/VolumetricLights) Volumetric Lights for Unity
* [LightShafts](https://github.com/robertcupisz/LightShafts) A light shafts (volumetric shadows) effect for Unity.
* [VolumetricLighting](https://github.com/NVIDIAGameWorks/VolumetricLighting) NVIDIA Gameworks Volumetric Lighting
* [VolumetricLighting](https://github.com/Unity-Technologies/VolumetricLighting) ighting effects implemented for the Adam demo: volumetric fog, area lights and tube lights
* [Aura](https://github.com/raphael-ernaelsten/Aura) Volumetric Lighting for Unity
* [Vapor](https://github.com/ArthurBrussee/Vapor) Volumetric Fog for Unity
* [Unity-URP-Volumetric-Light](https://github.com/CristianQiu/Unity-URP-Volumetric-Light) Adds support to render volumetric lighting for both the main and additional lights in URP. Compatible with URP render graph in Unity 6.
* [unity-volumetric-fo](https://github.com/SiiMeR/unity-volumetric-fog) A volumetric fog implementation in Unity
#### FakeVolumetricLight
* [VolumetricTracer](https://github.com/Fewes/VolumetricTracer) A simple way to render soft, volumetric bullet tracers in Unity. Only needs a unit cube and a material to render and supports instancing.
#### Atmospheric
* [UnrealEngineSkyAtmosphere](https://github.com/sebh/UnrealEngineSkyAtmosphere) A Scalable and Production Ready Sky and Atmosphere Rendering Technique
* [AtmosphericScattering](https://github.com/SlightlyMad/AtmosphericScattering) Atmospheric Scattering for Unity
* [precomputed_atmospheric_scattering](https://github.com/ebruneton/precomputed_atmospheric_scattering) Eric Bruneton, 2017
* [Brunetons-Improved-Atmospheric-Scattering](https://github.com/Scrawk/Brunetons-Improved-Atmospheric-Scattering) Eric Bruneton for Unity, 2017 [LWRP ver(greje656)](https://github.com/greje656/Brunetons-Improved-Atmospheric-Scattering)
* [clear-sky-models](https://github.com/ebruneton/clear-sky-models) This project implements 8 clear sky models in a common framework to compare them with each other and with a reference model and reference measurements.
* [OutdoorLightScattering](https://github.com/GameTechDev/OutdoorLightScattering) Outdoor Light Scattering Sample
* [Scatterer](https://github.com/LGhassen/Scatterer) Atmospheric scattering mod for KSP
* [tectonics.js](https://github.com/davidson16807/tectonics.js/tree/master/precompiled) 3d plate tectonics in your web browser
* [MinimalAtmosphere](https://github.com/Fewes/MinimalAtmosphere) A minimal atmospheric scattering implementation for Unity
* [glsl-atmosphere](https://github.com/wwwtyro/glsl-atmosphere) Renders sky colors with Rayleigh and Mie scattering.
#### Fog
* [UEShaderBits-GDC-Pack](https://github.com/sp0lsh/UEShaderBits-GDC-Pack) UE4 Volumetric Fog Techniques
* [SSMS](https://github.com/OCASM/SSMS) Screen space multiple scattering for Unity.
* [GPU-Fog-Particles](https://github.com/MirzaBeig/GPU-Fog-Particles) Textureless fog particles using a highly customizable shader to attenuate noise values.
## Render Path
* [VolumeTiledForwardShading](https://github.com/jpvanoosten/VolumeTiledForwardShading) :thumbsup: Volume Tiled Forward Shading. This technique is based on Tiled and Clustered Forward Shading (Olsson, 2012)
* [Cluster](https://github.com/pezcode/Cluster) Clustered shading implementation with bgfx
* [HybridRenderingEngine](https://github.com/Angelo1211/HybridRenderingEngine) Clustered Forward/Deferred renderer with Physically Based Shading, Image Based Lighting and a whole lot of OpenGL.
* [ClusteredShadingAndroid](https://github.com/GameTechDev/ClusteredShadingAndroid) and [IntelForwardClusteredShading](https://software.intel.com/en-us/articles/forward-clustered-shading) Clustered shading on Android sample
* [clustered_forward_demo](https://gitlab.com/efficient_shading/clustered_forward_demo) Ola Olsson.
* [Cluster](https://github.com/pezcode/Cluster) Clustered shading implementation with bgfx
* [ClusteredShadingConservative](https://github.com/kevinortegren/ClusteredShadingConservative) DirectX 12 light culling technique featured in GPU Pro 7
* [lightindexed-deferredrender](https://github.com/dtrebilco/lightindexed-deferredrender) Light Indexed Deferred Rendering - Before there was Forward+ and Clustered deferred rendering there was Light Indexed Deferred Rendering (ShaderX7)
* [Vulkan-Forward-Plus-Renderer](https://github.com/WindyDarian/Vulkan-Forward-Plus-Renderer) Forward+ renderer in Vulkan using Compute Shader. An Upenn CIS565 final project.
* [nTiled](https://github.com/BeardedPlatypus/nTiled) nTiled - forward and deferred openGL renderer with support for Tiled Shading, Clustered Shading and Hashed Shading
* [DeferredTexturing](https://github.com/TheRealMJP/DeferredTexturing) A rendering sample that demonstrates bindless deferred texturing using D3D12
* [SweetTexelShading](https://github.com/julhe/SweetTexelShading) Texel-Shading (experimental!) with Unity's ScriptableRenderPipeline
## Camera
#### Physically Based Camera
* [Physical-Camera](https://github.com/Unity-Technologies/Physical-Camera) Unity Component that can describes a physical camera's attributes.
* [pbc](https://github.com/kiwaiii/pbc) Physically based camera
* [Cat-Physically-Based-Camera](https://github.com/JoachimCoenen/Cat-Physically-Based-Camera) a physically based camera component for Unity
#### DOF
* [HexBokehBlur](https://github.com/zigguratvertigo/HexBokehBlur) Hexagonal Bokeh Blur
* [BokehDepthOfField](https://github.com/Erfan-Ahmadi/BokehDepthOfField) Implementing Different Algorithms to mimic Bokeh Depth Of Field: A Physical Camera Effect created due to Focal Length, Aperture size, shape
* [VVDoFDemo](http://graphics.cs.williams.edu/papers/DepthOfFieldGPUPro2013/VVDoFDemo.zip)
#### Lens
* [PhysicallyBasedLensFlare](https://github.com/greje656/PhysicallyBasedLensFlare) Lens flare
* [LightLeaksUnity](https://github.com/danielzeller/LightLeaksUnity) Light Leaks Image Effects for Unity
* [hdreffects](https://github.com/karimnaaji/hdreffects) High dynamic range rendering, with lens flare approximation and bloom
* [LensFlares](https://github.com/dotsquid/LensFlares) Simple GPU Occlusion for Lens Flares
* [UnityOcclusionLensFlare](https://github.com/pschraut/UnityOcclusionLensFlare) A Lens Flare effect for Unity that doesn't require Physics.
## Standard Format
* [OpenShadingLanguage](https://github.com/imageworks/OpenShadingLanguage) Advanced shading language for production GI renderers
* [glTF-SDK](https://github.com/Microsoft/glTF-SDK) glTF-SDK is a Software Development Kit for glTF
* [cgltf](https://github.com/jkuhlmann/cgltf) Single-file glTF 2.0 loader and writer written in C99
* [fx-gltf](https://github.com/jessey-git/fx-gltf) A C++14/C++17 header-only library for simple, efficient, and robust serialization/deserialization of glTF 2.0
* [gltf-pipeline](https://github.com/CesiumGS/gltf-pipeline) Content pipeline tools for optimizing glTF assets
* [glTFast](https://github.com/atteneder/glTFast) Efficient glTF 3D import / export package for Unity
* [fastgltf](https://github.com/spnda/fastgltf) A blazing fast C++17 glTF library powered by SIMD.
* [SharpGLTF](https://github.com/vpenades/SharpGLTF) glTF reader and writer for .NET Standard
* [USD](https://github.com/PixarAnimationStudios/USD) Universal Scene Description http://www.openusd.org
* [MaterialX](https://github.com/materialx/MaterialX) MaterialX is an open standard for transfer of rich material and look-development content between applications and renderers.
* [MDL](https://github.com/NVIDIA/MDL-SDK) NVIDIA Material Definition Language SDK
* [OpenMeshEffect](https://github.com/eliemichel/OpenMeshEffect) OpenFX Mesh Effect API - A plug-in API for cross-software procedural mesh effects
## Stylize
#### NPR
* [NPR_Lab](https://github.com/candycat1992/NPR_Lab) Test some NPR in Unity.
* [JasonMaToonRenderPipeline](https://github.com/Jason-Ma-233/JasonMaToonRenderPipeline) JTRP : Unity HDRP ToonShading Render Pipeline (Preview)
* [UnityURPToonLitShaderExample](https://github.com/ColinLeung-NiloCat/UnityURPToonLitShaderExample) A very simple toon lit shader example, for you to learn writing custom lit shader in Unity URP
* [ToonShading](https://github.com/Kink3d/ToonShading) A collection of "Toon" shaders for Unity based on a stepped PBR approximation.
* [kamakura-shaders](https://github.com/kayac/kamakura-shaders) NPR for Unity with a bunch of features and adjustable parameters in a user-friendly interface.
* [UnityChanToonShaderVer2_Project](https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project) UnityChanToonShaderVer2 Project / v.2.0.7 Release
* [MToon](https://github.com/Santarh/MToon) Toon Shader with Unity Global Illumination
* [lilToon](https://github.com/lilxyzw/lilToon) Feature-rich shaders for avatars
* [PoiyomiToonShader](https://github.com/poiyomi/PoiyomiToonShader) A feature rich toon shader for unity and VR Chat
* [Xiexes-Unity-Shaders](https://github.com/Xiexe/Xiexes-Unity-Shaders) A re-write and restructure of XSToon.
* [MNPR](https://github.com/semontesdeoca/MNPR) An expressive non-photorealistic rendering framework for real-time, filter-based stylization pipelines within Maya. http://mnpr.artineering.io
* [Wind-Waker-Shader](https://github.com/albertomelladoc/Wind-Waker-Shader) Cel Shading of two thresholds with a blur/gradient between them
* [ChinesePaintingDemo](https://github.com/AtwoodDeng/ChinesePaintingDemo) Demo of Chinese Painting Shader
* [WaterColorFilter](https://github.com/nobnak/WaterColorFilter) WaterColorFilter for Unity
* [ToonLandscape3](https://github.com/chrisloop/ToonLandscape3) ToonLandscape3
* [URP_StylizedLitShader](https://github.com/madumpa/URP_StylizedLitShader) Madumpa's URP Stylized Lit Shader Repository
* [Toon-Shader](https://github.com/SnutiHQ/Toon-Shader) A character focused Toon Shader for Unity using Shader Graph.
* [BotW-ToonShader](https://github.com/ciro-unity/BotW-ToonShader) A recreation of Zelda: Breath of the Wild's toon shader in Unity, using Shader Graph
* [LiliumToonGraph](https://github.com/you-ri/LiliumToonGraph) UniversalRP Toon Shader with ShaderGraph
* [UNITY-Arc-system-Works-Shader](https://github.com/Aerthas/UNITY-Arc-system-Works-Shader) Shader created to emulate the design style of Arc System Works games such as Guilty Gear and Dragon Ball FighterZ. Created using Amplify Shader Editor.
* [Blender-miHoYo-Shaders](https://github.com/Festivize/Blender-miHoYo-Shaders) Shaders for Blender attempting to replicate the shading of games developed by miHoYo. These shaders are especially for datamined assets, not custom-made ones nor the MMD variants.
#### Low Poly
* [LowpolyOcean](https://github.com/JiongXiaGu/LowpolyOcean) low polygon water effect working in Unity
* [Lowpoly-Water-Unity](https://github.com/danielzeller/Lowpoly-Water-Unity) Low poly water with edge/shore blend. Similar to the awesome water in Monument Valley.
* [FlatShader](https://github.com/cjurjiu/FlatShader) A very simple shader which performs flatshading without the need for duplicating vertices when building the geometry.
#### Voxel
* [Magicavoxel](https://github.com/ephtracy/ephtracy.github.io/releases) http://ephtracy.github.io/
* [UE4VoxelTerrain](https://github.com/bw2012/UE4VoxelTerrain) Unreal Engine 4: Smooth voxel terrian
* [VoxelPlugin](https://github.com/Phyronnaz/VoxelPlugin) Voxel plugin for Unreal Engine
* [voxelizer](https://github.com/karimnaaji/voxelizer) Header only mesh voxelizer in c99
* [gpu-physics-unity](https://github.com/jknightdoeswork/gpu-physics-unity) A GPU Accelerated Voxel Physics Solver for Unity
* [Field3D](https://github.com/imageworks/Field3D) A library for storing voxel data on disk and in memory.
* [magicavoxel-shaders](https://github.com/lachlanmcdonald/magicavoxel-shaders) Shaders for MagicaVoxel to simplify common and repetitive tasks.
* [UnityVOXFileImport](https://github.com/ray-cast/UnityVOXFileImport) A tool to import a .vox file for Unity's GameObject and Prefab
* [Terasology](https://github.com/MovingBlocks/Terasology) open source voxel world http://terasology.org
* [VoxelSpace](https://github.com/s-macke/VoxelSpace) errain rendering algorithm in less than 20 lines of code
* [unity-voxel](https://github.com/mattatz/unity-voxel) Mesh voxelization for Unity.
* [tsdf-fusion](https://github.com/andyzeng/tsdf-fusion) Fuse multiple depth frames into a TSDF voxel volume.
* [Marching-Cubes-Terrain](https://github.com/Eldemarkki/Marching-Cubes-Terrain) Marching Cubes terrain implementation in Unity using the Job System and the Burst compiler
* [smoothvoxels](https://github.com/jel-app/smoothvoxels)
* [goxel](https://github.com/guillaumechereau/goxel) Goxel: Free and Open Source 3D Voxel Editor
## Volume Rendering
#### RayMarch
* [uRaymarching](https://github.com/hecomi/uRaymarching) Raymarching Shader Generator in Unity
* [unity-ray-marching](https://github.com/TheAllenChou/unity-ray-marching) Ray Marching Sandbox
* [unity-volume-rendering](https://github.com/mattatz/unity-volume-rendering) Volume rendering by object space raymarching for Unity.
* [Texture3DPreview-for-Unity](https://github.com/raphael-ernaelsten/Texture3DPreview-for-Unity) This package enables interactive previews of Texture3D assets in Unity's Inspector window.
* [UnityVolumeRendering](https://github.com/mlavik1/UnityVolumeRendering) A volume renderer, made in Unity3D. See slides from presentation here: https://speakerdeck.com/mlavik1/volume-rendering-in-unity3d
* [unity-ray-marching](https://github.com/brianasu/unity-ray-marching) Ray marching for rendering 3D noise and textures in Unity 3D
* [UE4_VolumeRaymarching](https://github.com/TheHugeManatee/UE4_VolumeRaymarching) Plugin for UE4 to perform volume raycasting
#### Point Clouds
* [PCL](http://www.pointclouds.org/) A standalone, large scale, open project for 2D/3D image and point cloud processing.
* [Pcx](https://github.com/keijiro/Pcx) Point cloud importer & renderer for Unity
* [compute_rasterizer](https://github.com/m-schuetz/compute_rasterizer) Rendering Point Clouds with Compute Shaders
* [potree](https://github.com/potree/potree) WebGL point cloud viewer for large datasets
* [point2mesh](https://github.com/ranahanocka/point2mesh) Reconstruct Watertight Meshes from Point Clouds [SIGGRAPH 2020]
* [point-cloud-utils](https://github.com/fwilliams/point-cloud-utils) An easy-to-use Python library for processing and manipulating 3D point clouds and meshes.
#### Shear-warp
#### Other
* [OpenVDB](https://github.com/dreamworksanimation/openvdb) Sparse volume data structure and tools. [OpenVDBForUnity](https://github.com/karasusan/OpenVDBForUnity)
* [unreal-vdb](https://github.com/eidosmontreal/unreal-vdb) [thilamb forked](https://github.com/thilamb/unreal-vdb) This repo is a non-official Unreal plugin that can read OpenVDB and NanoVDB files in Unreal.
* [openvkl](https://github.com/openvkl/openvkl) Intel® Open Volume Kernel Library (Intel® Open VKL) is a collection of high-performance volume computation kernels
## Acceleration
#### Frustum Culling
* [sseculling](https://github.com/nsf/sseculling)
#### PVS
* [kPortals](https://github.com/Kink3d/kPortals) A pre-calculated Portal visibility system for Unity.
* [CornerCulling](https://github.com/87andrewh/CornerCulling) Fast and Maximally Accurate Occlusion Culling
#### ..
* [pipeline](https://github.com/nvpro-pipeline/pipeline) nvpro-pipeline is a research rendering pipeline
* [IndirectOcclusionCulling](https://github.com/JJoosten/IndirectOcclusionCulling) Indirect Occlusion Culling
* [melt](https://github.com/karimnaaji/melt) Automatic conservative mesh occluder generation by box filling
* [EveryCulling](https://github.com/SungJJinKang/EveryCulling) This library integrates multiple culling methods into one library.
#### Bounding
* [bounding-mesh](https://github.com/gaschler/bounding-mesh) Implementation of the bounding mesh and bounding convex decomposition algorithms for single-sided mesh approximation
#### Soft Occlusion Culling
* [MaskedOcclusionCulling](https://github.com/GameTechDev/MaskedOcclusionCulling) Example code for the research paper "Masked Software Occlusion Culling"; implements an efficient alternative to the hierarchical depth buffer algorithm.
* [snapdragon-oc](https://github.com/SnapdragonStudios/snapdragon-oc) Snapdragon™ Occlusion Culling (SDOC)
* [intel_occlusion_cull](https://github.com/rygorous/intel_occlusion_cull) Intel's Software Occlusion Culling demo with my modifications
* [Image-Space-Occlusion-Culling-Engine](https://github.com/lebarba/Image-Space-Occlusion-Culling-Engine) Image Space Occlusion Culling Engine optimized to perform occlusion culling in CPU.
* [Janua](https://github.com/gigc/Janua) Open Source occlusion culling engine for 3D Scenes
* [OcclusionCulling](https://github.com/GameTechDev/OcclusionCulling) software (CPU) based approach to occllusion culling using multi-threading and SIMD instructions to improve performance.
* [rasterizer](https://github.com/rawrunprotected/rasterizer) This project is a state-of-the-art software occlusion culling system.
* [vigilant-system](https://github.com/nlguillemot/vigilant-system)
* [Horus-Unity-Occlusion-Culling](https://github.com/FerzanK/Horus-Unity-Occlusion-Culling) Occlusion culling for Unity
#### Hardware Occlusion Queries
#### Hierarchical-Z Buffer
* [Hierarchical-Z-Buffer](https://github.com/nickdarnell/Hierarchical-Z-Buffer)
#### Hierarchical Occlusion Map
#### GPU-Driven
* [Indirect-Rendering-With-Compute-Shaders](https://github.com/ellioman/Indirect-Rendering-With-Compute-Shaders) Compute shader: Frustum culling,Occlusion culling with HierarchicalZBuffer
* [gpu_occlusion_culling_vk](https://github.com/sydneyzh/gpu_occlusion_culling_vk) GPU occlusion culling using compute shader with Vulkan
* [niagara](https://github.com/zeux/niagara) A Vulkan renderer written from scratch on stream
#### Other Cullings
* [Unity-GPU-Based-Occlusion-Culling](https://github.com/przemyslawzaworski/Unity-GPU-Based-Occlusion-Culling)
#### Imposter
* [IMP](https://github.com/xraxra/IMP) billboard imposter baking for Unity
* [URPIMP](https://github.com/hickVieira/URPIMP) IMP ported to URP
* [ImpostorBaker](https://github.com/ictusbrucks/ImpostorBaker) UE4 Plugin for generating Impostors for static meshes
#### LOD
* [Planet-LOD](https://github.com/sp4cerat/Planet-LOD) Planet Rendering: Adaptive Spherical Level of Detail based on Triangle Subdivision
#### HLOD
* [HLODSystem](https://github.com/Unity-Technologies/HLODSystem) HLOD system
#### Meshlets
* [meshlete](https://github.com/JarkkoPFC/meshlete) Chop 3D objects to meshlets
* [gl_vk_meshlet_cadscene](https://github.com/nvpro-samples/gl_vk_meshlet_cadscene) This OpenGL/Vulkan sample illustrates the use of "mesh shaders" for rendering CAD models.
## Spatial Data Structures
* [HashDAG](https://github.com/Phyronnaz/HashDAG) Interactively Modifying Compressed Sparse Voxel Representations
* [aabo](https://github.com/bryanmcnett/aabo) Axis Aligned Bounding Octahedron
* [Transvoxel-XNA](https://github.com/BinaryConstruct/Transvoxel-XNA) Transvoxel implementation in C# for XNA
#### CBT
* [large_cbt](https://github.com/AnisB/large_cbt) Concurrent Binary Trees for Large-Scale Game Components, at Siggraph 2024
#### Octree&Quadtree
* [i-octree](https://github.com/zhujun3753/i-octree) [ICRA2024] Implementation of A Fast, Lightweight, and Dynamic Octree for Proximity Search
* [UnityOctree](https://github.com/Nition/UnityOctree) A dynamic, loose octree implementation for Unity written in C#
* [NativeTrees](https://github.com/bartofzo/NativeTrees) Burst compatible Octree and Quadtree for Unity
* [NativeQuadtree](https://github.com/marijnz/NativeQuadtree) A Quadtree Native Collection for Unity DOTS
* [ECS-Octree](https://github.com/Antypodish/ECS-Octree) Unity ECS based octree.
#### SparseVoxelOctree
* [ooc_svo_builder](https://github.com/Forceflow/ooc_svo_builder) Out-Of-Core Construction of Sparse Voxel Octrees - reference implementation
* [SparseVoxelOctree](https://github.com/AdamYuan/SparseVoxelOctree) A GPU SVO Builder using rasterization pipeline, a efficient SVO ray marcher and a simple SVO path tracer.
* [unity-sparse-voxel-octrees](https://github.com/xandergos/unity-sparse-voxel-octrees) A sparse voxel octree renderer, made for use with Unity.
#### KDTree
* [KDTree](https://github.com/viliwonka/KDTree) Fast KDTree for Unity, with thread-safe querying.
* [KdTree](https://github.com/codeandcats/KdTree) A fast, generic, multi-dimensional Binary Search Tree written in C#
* [KNN](https://github.com/ArthurBrussee/KNN) Fast K-Nearest Neighbour Library for Unity DOTS
#### BVH
* [three-mesh-bvh](https://github.com/gkjohnson/three-mesh-bvh) A BVH implementation to speed up raycasting and enable spatial queries against three.js meshes.
* [fcpw](https://github.com/rohan-sawhney/fcpw) fast distance and ray intersection queries
* [bhh](https://github.com/bryanmcnett/bhh) Bounding Halfspace Hierarchy
* [Fast-BVH](https://github.com/brandonpelfrey/Fast-BVH) A Simple, Optimized Bounding Volume Hierarchy for Ray/Object Intersection Testing
* [bvh](https://github.com/madmann91/bvh) A modern C++ BVH construction and traversal library
* [bvh](https://github.com/shinjiogaki/bvh) BVH STAR in Japanese
* [tinybvh](https://github.com/jbikker/tinybvh) Single-header BVH construction and traversal library.
* [bvh_article](https://github.com/jbikker/bvh_article) Code accompanying the blog post on bvh construction.
* [nbvh](https://github.com/WeiPhil/nbvh) Source Code for "N-BVH: Neural ray queries with bounding volume hierarchies" (SIGGRAPH 2024)
* [VkLBVH](https://github.com/MircoWerner/VkLBVH) GPU LBVH builder implemented in Vulkan and GLSL.
* [HIP-BVH-Construction](https://github.com/Niravaana/HIP-BVH-Construction) experiments with BVH build algorithms on GPU.
* [unity-tinybvh](https://github.com/andr3wmac/unity-tinybvh) An example implementation for tinybvh in Unity and a foundation for building compute based raytracing solutions.
* [ComputeShaderBVHMeshHit](https://github.com/fuqunaga/ComputeShaderBVHMeshHit) Unity ComputeShader implementation of BVH(Bounding Volume Hierarchy) based mesh hit checking.
* [UnityBoundingVolumeHeirachy](https://github.com/rossborchers/UnityBoundingVolumeHeirachy) Unity Bounding Volume Heirachy (BVH)
#### SpatialHashing
* [Unity_GPUNearestNeighbor](https://github.com/kodai100/Unity_GPUNearestNeighbor) Spatial Hashing Algorithm with GPU Acceleration
#### SDF
* [Discregrid](https://github.com/InteractiveComputerGraphics/Discregrid) A static C++ library for the generation of discrete functions on a box-shaped domain. This is especially suited for the generation of signed distance fields.
* [IsoMesh](https://github.com/EmmetOT/IsoMesh) A group of related tools for Unity for converting meshes into signed distance field data, raymarching signed distance fields, and extracting signed distance field data back to meshes via surface nets or dual contouring.
* [MeshToSDF](https://github.com/aman-tiwari/MeshToSDF) Unity. Computer Shader. JFD Generate SDF in realtime
* [unity-sdf-generator](https://github.com/danielshervheim/Signed-Distance-Field-Generator) A Unity tool to generate signed distance field volumes (as Texture3D assets) from meshes.
* [msdfgen](https://github.com/Chlumsky/msdfgen) Multi-channel signed distance field generator
* [SDFGen](https://github.com/christopherbatty/SDFGen) A simple commandline utility to generate grid-based signed distance field (level set) generator from triangle meshes
* [DeepSDF](https://github.com/facebookresearch/DeepSDF) Learning Continuous Signed Distance Functions for Shape Representation
* [sdfu](https://github.com/termhn/sdfu) Signed Distance Field Utilities https://crates.io/crates/sdfu
* [mTec](https://github.com/xx3000/mTec) Rendering the World Using a Single Triangle:Efficient Distance Field Rendering
* [distance-occlusion](https://github.com/andrewwillmott/distance-occlusion) A library of distance and occlusion generation routines
* [pb_CSG](https://github.com/karl-/pb_CSG) Constructive Solid Geometry (CSG) [csg.js](https://evanw.github.io/csg.js/)
* [rust_test](https://github.com/sebbbi/rust_test) :thumbsup:
* [snelly](https://github.com/portsmouth/snelly) A system for physically-based SDF (signed distance field) pathtracing in WebGL
* [sdf-explorer](https://github.com/tovacinni/sdf-explorer) JCGT / I3D paper, "A Dataset and Explorer for 3D Signed Distance Functions".
## Transparency
* [unity-dithered-transparency-shader](https://github.com/gkjohnson/unity-dithered-transparency-shader) Unity material and shader for applying clipped, dithered transparency
* [Dithering-Unity3d](https://github.com/mcraiha/Dithering-Unity3d) Dithering algorithms for Unity3d
* [PreMulAlpha](https://github.com/dtrebilco/PreMulAlpha) Pre-Multiplied blend mode
#### OIT
* [lucid](https://github.com/nadult/lucid) real-time GPU software rasterizer for exact OIT
* [Order-Independent-Trasparency](https://github.com/PixelClear/Order-Independent-Trasparency)
* [OIT_Lab](https://github.com/candycat1992/OIT_Lab)
* [oitDemo](https://github.com/turol/oitDemo) Order Independent Transparency In OpenGL 4.x
* [vk_order_independent_transparency](https://github.com/nvpro-samples/vk_order_independent_transparency) Demonstrates seven different techniques for order-independent transparency in Vulkan.
* [PixelSyncOIT](https://github.com/chrismile/PixelSyncOIT) A demo for order independent transparency using pixel synchronization (GL_ARB_fragment_shader_interlock)
#### Optimization
* [OffScreenParticleRendering](https://github.com/slipster216/OffScreenParticleRendering) Off Screen Particle Rendering system for Unity
Other.....
* [TLVulkanRenderer](https://github.com/trungtle/TLVulkanRenderer) Vulkan-based renderer on real-time transparency
## Differentiable
* [SoftRas](https://github.com/ShichenLiu/SoftRas) Project page of paper "Soft Rasterizer: A Differentiable Renderer for Image-based 3D Reasoning"
* [redner](https://github.com/BachiLi/redner) Differentiable rendering without approximation.
* [nvdiffrast](https://github.com/NVlabs/nvdiffrast) Nvdiffrast - Modular Primitives for High-Performance Differentiable Rendering.
* [jrender](https://github.com/Jittor/jrender) Jrender 2.0 (Jittor渲染库)
## Math
* [Eigen](https://gitlab.com/libeigen/eigen) :star: linear algebra: matrices, vectors, numerical solvers, and related algorithms. [Eigen](http://eigen.tuxfamily.org/)
* [MathGeoLib](https://github.com/juj/MathGeoLib) :thumbsup: A C++ library for linear algebra and geometry manipulation for computer graphics
* [GeometricTools](https://github.com/davideberly/GeometricTools) :thumbsup: A collection of source code for computing in the fields of mathematics, geometry, graphics, image analysis and physics.
* [CGAL](https://github.com/CGAL/cgal) geometric algorithms in the form of a C++ library.
* [Mathfs](https://github.com/FreyaHolmer/Mathfs) :thumbsup: Expanded Math Functionality for Unity
* [glm](https://github.com/g-truc/glm) OpenGL Mathematics (GLM) https://glm.g-truc.net
* [cglm](https://github.com/recp/cglm) Highly Optimized Graphics Math (glm) for C
* [GlmSharp](https://github.com/Philip-Trettner/GlmSharp) Open-source semi-generated GLM-flavored math library for .NET/C#
* [GEOS](http://trac.osgeo.org/geos) Geometry Engine
* [klein](https://github.com/jeremyong/klein) P(R*_{3, 0, 1}) specialized SIMD Geometric Algebra Library https://jeremyong.com/klein
* [oneMath](https://github.com/uxlfoundation/oneMath) oneAPI Math Library (oneMath)
* [MTL](https://svn.simunova.com/svn/mtl4/trunk) Matrix Template Library, a linear algebra library for C++ programs.
* [DirectXMath](https://github.com/Microsoft/DirectXMath) DirectXMath is an all inline SIMD C++ linear algebra library for use in games and graphics apps
* [polyscope](https://github.com/nmwsharp/polyscope) A prototyping-oriented UI for geometric algorithms https://polyscope.run
* [geometry-central](https://github.com/nmwsharp/geometry-central) Applied 3D geometry in C++, with a focus on surface meshes.
* [GeometRi.CSharp](https://github.com/RiSearcher/GeometRi.CSharp) Simple and lightweight computational geometry library for .Net
* [geogram](https://github.com/BrunoLevy/geogram) a programming library with geometric algorithms
* [geomc](https://github.com/trbabb/geomc) A c++ linear algebra template library
* [geometry3Sharp](https://github.com/gradientspace/geometry3Sharp) [geometry4Sharp](https://github.com/NewWheelTech/geometry4Sharp) C# library for 2D/3D geometric computation, mesh algorithms, and so on
* [fastapprox](https://github.com/romeric/fastapprox) Approximate and vectorized versions of common mathematical functions
* [hlslpp](https://github.com/redorav/hlslpp) Math library using hlsl syntax with SSE/NEON support
* [vml](https://github.com/valentingalea/vml) C++17 GLSL-like vector and matrix math lib
* [mathfu](https://github.com/google/mathfu) C++ math library developed primarily for games focused on simplicity and efficiency. http://google.github.io/mathfu
* [mathnet-numerics](https://github.com/mathnet/mathnet-numerics) Math.NET Numerics numerics.mathdotnet.com
* [Terathon-Math-Library](https://github.com/EricLengyel/Terathon-Math-Library) C++ math library for 2D/3D/4D vector, matrix, quaternion, and geometric algebra.
* [SuiteSparse](https://github.com/DrTimothyAldenDavis/SuiteSparse) The official SuiteSparse library: a suite of sparse matrix algorithms authored or co-authored by Tim Davis, Texas A&M University.
* [MathUtilities](https://github.com/zalo/MathUtilities) :thumbsup: A collection of some of the neat math and physics tricks that I've collected over the last few years.
* [just_math](https://github.com/ramakarl/just_math) Just Math - A collection of pure math demos for computer graphics.
#### MathInShader
* [ShaderFastLibs](https://github.com/michaldrobot/ShaderFastLibs) Shader libraries for fast shader opetations.
#### SH
* [sh-lib](https://github.com/andrewwillmott/sh-lib) Spherical/zonal harmonics library
* [spherical-harmonics](https://github.com/google/spherical-harmonics) Spherical harmonics library
* [sht](https://github.com/rlk/sht) Spherical Harmonic Tools
* [shtns](https://bitbucket.org/nschaeff/shtns) Spherical Harmonic Transform library aimed at high performance numerical simulations in spherical geometries. It is very fast.
* [IntegralSH](https://github.com/belcour/IntegralSH) Integrating Clipped Spherical Harmonics Expansions
* [HLSL-Spherical-Harmonics](https://github.com/sebh/HLSL-Spherical-Harmonics) A collection of HLSL functions one can include to use spherical harmonics in shaders.
* [SHTOOLS](https://github.com/SHTOOLS/SHTOOLS) SHTOOLS - Spherical Harmonic Tools https://shtools.github.io/SHTOOLS/
* [SHRotation](https://github.com/dwilliamson/SHRotation) Spherical Harmonic Rotation (Ivanic/Ruedenberg & Choi)
#### Curve
* [tinyspline](https://github.com/msteinbeck/tinyspline) ANSI C library for NURBS, B-Splines, and Bézier curves with interfaces for C++, C#, D, Go, Java, Javascript, Lua, Octave, PHP, Python, R, and Ruby.
* [nurbs](https://github.com/StandardCyborg/nurbs) Non-Uniform Rational B-Splines (NURBS) of any dimensionality
* [BezierInfo-2](https://github.com/Pomax/BezierInfo-2) The development repo for the Primer on Bézier curves, https://pomax.github.io/bezierinfo
#### FFT
* [benchmarking-fft](https://github.com/project-gemmi/benchmarking-fft) choosing FFT library
* [VkFFT](https://github.com/DTolm/VkFFT) Vulkan Fast Fourier Transform library
* [GLFFT](https://github.com/Themaister/GLFFT) A C++11/OpenGL library for the Fast Fourier Transform
* [dj_fft](https://github.com/jdupuy/dj_fft) Header only FFT library
#### Sampling
* [SamplinSafari](https://github.com/wkjarosz/SamplinSafari) :thumbsup: Samplin' Safari is a research tool to visualize and interactively inspect high-dimensional (quasi) Monte Carlo samplers.
* [libsampling](https://github.com/thu-vis/libsampling) A library of sampling algorithms
* [poisson-disk-generator](https://github.com/corporateshark/poisson-disk-generator) Poisson disk points generator in C++ in a single file
* [poisson-disc-sampling](https://github.com/udit/poisson-disc-sampling) Poisson Disc Sampling in GDScript for Godot
* [stochastic-generation](https://github.com/Andrew-Helmer/stochastic-generation) C++ implementation of "Stochastic Generation of (t,s) Sample Sequences", by Helmer, Christensen, and Kensler (2021)
* [LindeBuzoGrayStippling](https://github.com/MarcSpicker/LindeBuzoGrayStippling) An interactive demo application for the algorithm proposed in our SIGGRAPH Asia 2017 technical paper.
* [SampleZoo](https://github.com/Atrix256/SampleZoo) Simple implementations of sampling patterns, with objective tests to compare them
#### Random
* [pcg-cpp](https://github.com/imneme/pcg-cpp) PCG Random Number Generation
## Image&Color
#### Noise
* [fastnoise](https://github.com/electronicarts/fastnoise) Filter-adapted Spatiotemporal Sampling for Real-Time Rendering
* [procedural-tileable-shaders](https://github.com/tuxalin/procedural-tileable-shaders) Collection of tileable procedural textures such as: cellular noise, fbm, voronoi, perlin and other.
* [FastNoiseLite](https://github.com/Auburn/FastNoiseLite) Fast Portable Noise Library - C# C++ C Java(Script) HLSL GLSL
* [FastNoise2](https://github.com/Auburn/FastNoise2) Modular node graph based noise generation library using SIMD, C++17 and templates
* [LibNoise.Unity](https://github.com/ricardojmendez/LibNoise.Unity) [libnoise](http://libnoise.sourceforge.net/index.html) Coherent noise library for Unity, a port of LibNoise
* [webgl-noise](https://github.com/stegu/webgl-noise) :star: Procedural Noise Shader Routines compatible with WebGL
* [Wombat](https://github.com/BrianSharpe/Wombat) An efficient texture-free GLSL procedural noise library
* [GPU-Noise-Lib](https://github.com/BrianSharpe/GPU-Noise-Lib) Optimized GPU noise functions and utilities http://briansharpe.wordpress.com/
* [NoiseShader](https://github.com/keijiro/NoiseShader) Noise shader library for Unity
* [OpenSimplex2](https://github.com/KdotJPG/OpenSimplex2) Successors to OpenSimplex Noise, plus updated OpenSimplex.
* [Accidental Noise Library](http://accidentalnoise.sourceforge.net/) generating Perlin noise and other forms of noise in a modular fashion.
* [VisualNoiseDesigner](https://github.com/x0r04rg/VisualNoiseDesigner) Visual Noise Designer for Unity
* [TileableVolumeNoise](https://github.com/sebh/TileableVolumeNoise) Collection of functions that can be used to generate tileable volume/3d noise. An exemple of volume noise functions that can be specifically used for clouds is also presented.
* [CloudNoiseGen](https://github.com/Fewes/CloudNoiseGen) A static utility class for Unity which handles generating and loading periodic, cloud-like (perlin-worley) 3D noise textures on the GPU.
* [BlueNoiseGenerator](https://github.com/bartwronski/BlueNoiseGenerator) an implementation of a Siggraph 2016 paper "Blue-noise Dithered Sampling" by Iliyan Georgiev and Marcos Fajardo from Solid Angle
* [LowDiscBlueNoise](https://github.com/dcoeurjo/LowDiscBlueNoise) generate 2D point sets which have both low discrepancy and Blue-Noise properties.
* [psrdnoise](https://github.com/stegu/psrdnoise) Tiling simplex flow noise in 2-D and 3-D compatible with GLSL 1.20 (WebGL 1.0) and above.
#### Computer Vision
* [OpenCV](https://github.com/opencv/opencv) Open Source Computer Vision Library. C# Wrapper [opencvsharp](https://github.com/shimat/opencvsharp)
* [unrealcv](https://github.com/unrealcv/unrealcv) UnrealCV: Connecting Computer Vision to Unreal Engine
#### Image
* [bimg](https://github.com/bkaradzic/bimg) :thumbsup: Image library.
* [OpenImageIO](https://github.com/OpenImageIO/oiio) OpenImageIO http://www.openimageio.org
* [ImageSharp](https://github.com/SixLabors/ImageSharp) A cross-platform library for the processing of image files; written in C#
* [ImageMagick](https://github.com/ImageMagick/ImageMagick) create, edit, compose, or convert bitmap images. It can read and write images in a variety of formats (over 200)
* [ImageViewer](https://github.com/kopaka1822/ImageViewer) HDR, PFM, DDS, KTX, EXR, PNG, JPG, BMP image viewer and manipulator
* [GIMP](https://github.com/GNOME/gimp) The GNU Image Manipulation Program
* [psd_sdk](https://github.com/MolecularMatters/psd_sdk) A C++ library that directly reads Photoshop PSD files.
* [hdrview](https://github.com/wkjarosz/hdrview) High-dynamic range image viewer with an emphasis on examining and comparing images, and including minimalistic tonemapping capabilities.
* [Luminance HDR](https://github.com/LuminanceHDR/LuminanceHDR) A complete workflow for HDR imaging.
* [DirectXTex](https://github.com/microsoft/DirectXTex) DirectXTex texture processing library [walbourn.github.io/directxtex/](https://walbourn.github.io/directxtex/)
#### VectorGraphics
* [vg-renderer](https://github.com/jdryg/vg-renderer) A vector graphics renderer for bgfx, based on ideas from NanoVG and ImDrawList (Dear ImGUI)
* [blaze](https://github.com/aurimasg/blaze) Multi-threaded, CPU-based vector graphics rasterizer.
#### TextureCompressed
* [RTXNTC](https://github.com/NVIDIA-RTX/RTXNTC) NVIDIA Neural Texture Compression SDK
* [nv_dds](https://github.com/paroj/nv_dds) DDS image loader for OpenGL/ OpenGL ES2 http://paroj.github.io/nv_dds/
* [nvidia-texture-tools](https://github.com/castano/nvidia-texture-tools) Texture processing tools with support for Direct3D 10 and 11 formats.
* [crunch](https://github.com/BinomialLLC/crunch) Advanced DXTc texture compression and transcoding library http://binomial.info
* [unity-ycca-subsampling](https://github.com/n-yoda/unity-ycca-subsampling) [ChromaPack](https://github.com/keijiro/ChromaPack) YCCA chroma subsampling technique
* [basis_universal](https://github.com/BinomialLLC/basis_universal) :star: Basis Universal GPU Texture and Texture Video Compression Codec
* [bc7enc](https://github.com/richgel999/bc7enc) Single source file BC1-5 and BC7 encoders and BC1-5/7 decoders with MIT or Public Domain licenses
* [bcdec](https://github.com/iOrange/bcdec) Small header-only C library to decompress any BC compressed image
* [astc-encoder](https://github.com/ARM-software/astc-encoder) This is the official repository for the Arm ASTC Encoder, a texture compressor for the Adaptive Scalable Texture Compression data format.
* [brotli_g_sdk](https://github.com/GPUOpen-LibrariesAndSDKs/brotli_g_sdk) Brotli-G SDK provides an improved lossless compression ratio with GPU decompression support than the standard Brotli compression algorithm maintained by the IETF (also known as RFC7932)
* [betsy](https://github.com/darksylinc/betsy) Betsy aims to be a GPU compressor for various modern GPU compression formats such as BC6H, purposedly written in GLSL so that it can be easily incorporated into OpenGL and Vulkan projects.
* [Goofy](https://github.com/SergeyMakeev/Goofy) Goofy - Realtime DXT1/ETC1 encoder
* [UnityGPUTexCompression](https://github.com/aras-p/UnityGPUTexCompression/) How to do DXT/BCn texture compression in Unity using compute shaders
* [GPURealTimeBC6H](https://github.com/knarkowicz/GPURealTimeBC6H) Real-time BC6H compression on GPU
* [ISPCTextureCompressor](https://github.com/GameTechDev/ISPCTextureCompressor) ISPC Texture Compressor
* [tev](https://github.com/