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https://github.com/hanetakachou/brioche-puppet

Free and Open-Source VTuber Software
https://github.com/hanetakachou/brioche-puppet

mmd pmx virtual-youtuber vrm vtuber

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Free and Open-Source VTuber Software

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# Brioche Puppet

![](Brioche-Puppet.png)

[![build windows](https://github.com/HanetakaChou/Brioche-Puppet/actions/workflows/build-windows.yml/badge.svg)](https://github.com/HanetakaChou/Brioche-Puppet/actions/workflows/build-windows.yml)

[![build linux](https://github.com/HanetakaChou/Brioche-Puppet/actions/workflows/build-linux.yml/badge.svg)](https://github.com/HanetakaChou/Brioche-Puppet/actions/workflows/build-linux.yml)

[![build macos](https://github.com/HanetakaChou/Brioche-Puppet/actions/workflows/build-macos.yml/badge.svg)](https://github.com/HanetakaChou/Brioche-Puppet/actions/workflows/build-macos.yml)

I am currently working on the free and open-source **VTuber** software [Brioche Puppet](https://github.com/HanetakaChou/Brioche-Puppet).

As a rendering engineer, the **rendering** is implemented by me. But the third-party libraries [BulletPhysics](https://github.com/HanetakaChou/BulletPhysics) and [MeidaPipe](https://github.com/HanetakaChou/mediapipe) are used for **ragdoll physics** and **motion capture**.

## 1\. Rendering (High Level)

[Brioche ANARI](https://github.com/HanetakaChou/Brioche-Analytic-Rendering-Interface)

- [ ] Rasterization
- [x] [PBR (Microfacet Model | Trowbridge Reitz)](https://pharr.org/matt/blog/2022/05/06/trowbridge-reitz)
- [ ] [~~Toon Shading~~](https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project)
- [ ] [~~SSS (Skin Material | Subsurface Scattering)~~](https://github.com/HanetakaChou/Subsurface-Scattering)
- [ ] [~~LTC (Area Lighting | Linearly Transformed Cosine)~~](https://github.com/HanetakaChou/Linearly-Transformed-Cosine)
- [x] [SH (Environment Lighting | Spherical Harmonics)](https://github.com/HanetakaChou/Spherical-Harmonic)
- [x] [VCT (Global Illumination | Voxel Cone Tracing)](https://github.com/HanetakaChou/Voxel-Cone-Tracing)
- [ ] Ray Tracing
- [ ] [~~ReSITR (Reservoir-Based Spatiotemporal Importance Resampling)~~](https://intro-to-restir.cwyman.org/)
- [ ] [~~SVGF (Denoiser | Spatiotemporal Variance Guided Filtering)~~](https://github.com/NVIDIA-RTX/NRD)
- [ ] [~~SSS (Skin Material | Subsurface Scattering)~~](https://github.com/NVIDIA-RTX/RTXCR/blob/main/docs/RtxcrSssGuide.md)
- [ ] [~~SHaRC (Spatially Hashed Radiance Cache)~~](https://github.com/NVIDIA-RTX/SHARC)
- [ ] Nerual Rendering
- [ ] [~~NS (Nerual Shading)~~](https://github.com/NVIDIA-RTX/RTXNS/blob/main/docs/ShaderTraining.md)
- [ ] [~~NeRF (Neural Radiance Fields)~~ ](https://www.matthewtancik.com/nerf)
- [ ] [~~NRC (Neural Radiance Cache)~~](https://github.com/NVIDIA-RTX/NRC)

## 2\. Rendering (Low Level)

[Brioche PAL](https://github.com/HanetakaChou/Brioche-Platform-Abstraction-Layer)

- [ ] Backend
- [x] Direct3D12
- [x] Vulkan
- [ ] Metal

## 3\. File Format

[Brioche Asset Import](https://github.com/HanetakaChou/Brioche-Asset-Import)

- [ ] Scene
- [ ] Mesh
- [x] [MMD (PMX)](https://github.com/MMD-Blender/blender_mmd_tools/tree/main)
- [x] [glTF (glTF, glB, VRM)](https://github.com/saturday06/VRM-Addon-for-Blender/blob/main/src/io_scene_vrm/common/human_bone_mapper/mmd_mapping.py)
- [ ] Animation
- [x] [MMD (VMD)](https://github.com/MMD-Blender/blender_mmd_tools/tree/main)
- [ ] [~~glTF (glTF, glB, VRMA)~~](https://github.com/saturday06/VRM-Addon-for-Blender/blob/main/src/io_scene_vrm/common/human_bone_mapper/mmd_mapping.py)
- [ ] Image
- [ ] [Albedo Image](https://www.pbr-book.org/4ed/Radiometry,_Spectra,_and_Color/Color#FromRGBtoSpectra)
- [x] [WebP](https://chromium.googlesource.com/webm/libwebp)
- [x] [PNG](https://github.com/pnggroup/libpng)
- [x] [JPEG](https://github.com/libjpeg-turbo/libjpeg-turbo)
- [ ] TIFF
- [x] [TGA](https://tgalib.sourceforge.net/)
- [ ] BMP
- [ ] PNM
- [ ] [Illuminant Image](https://www.pbr-book.org/4ed/Radiometry,_Spectra,_and_Color/Color#x6-RGBIlluminants)
- [x] [OpenEXR](https://github.com/AcademySoftwareFoundation/openexr)
- [ ] [Radiance HDR](https://radsite.lbl.gov/radiance/refer/filefmts.pdf)

## 4\. Animation

[Brioche Motion](https://github.com/HanetakaChou/Brioche-Motion)

- [x] Motion Capture
- [x] Video Capture (Backend [OpenCV](https://github.com/BriochePuppet/OpenCV))
- [x] Motion Detector (Backend [MeidaPipe](https://github.com/HanetakaChou/mediapipe))
- [ ] Animation
- [ ] IK (Inverse Kinematics)
- [ ] Reaching IK (Target Position)
- [x] Two Joints IK
- [ ] ~~Three Joints IK~~
- [x] CCD (Cyclic Coordinate Descent) IK
- [ ] ~~FABRIK (Forward And Backward Reaching Inverse Kinematics)~~
- [ ] ~~Biped Foot IK~~
- [ ] ~~Quadruped Foot IK~~
- [ ] Aim IK (Target Rotation)
- [ ] ~~Look At IK~~
- [ ] Skeleton Mapper
- [x] Ragdoll Mapping
- [ ] ~~Animation Retargeting Mapping~~
- [ ] Ragdoll
- [ ] Ragdoll Kinematics Controller
- [ ] ~~Ragdoll Motors Controller~~

## 5\. Physics

[Brioche Physics](https://github.com/HanetakaChou/Brioche-Physics)

- [x] Backend
- [x] [Bullet Physics](https://github.com/HanetakaChou/BulletPhysics)
- [ ] [Jolt Physics](https://github.com/HanetakaChou/JoltPhysics)
- [x] Rigid Body
- [x] Shape
- [x] Sphere
- [x] Box
- [x] Capsule
- [x] Motion
- [x] Fixed
- [x] Keyframe
- [x] Dynamic
- [ ] Constraint
- [x] Fixed
- [x] Ball and Socket
- [x] Hinge
- [x] Prismatic
- [x] Ragdoll
- [ ] ~~6 DOF~~