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traceofwater's Projects

character12 icon character12

DirectX 12 character animation and rendering. Note: currently, there is no AA deployed in this sample, because it originally worked with temporal AA in my full scene rendering; please use AA settings in the panel provided by your graphics-card vendor for a better visualization.

comdefend icon comdefend

The code for CVPR2019 (ComDefend: An Efficient Image Compression Model to Defend Adversarial Examples)

dxrvoxelizer icon dxrvoxelizer

DirectX 12 sample: real-time voxelization making use of ray-tracing pipeline for easy solid voxelization.

particleemitter icon particleemitter

An improved implementation of Section 3.1 Emitter Tracking and Uniformized Distribution in my CASA 2013 paper "Real‐time generation of smoothed‐particle hydrodynamics‐based special effects in character animation" (https://onlinelibrary.wiley.com/doi/abs/10.1002/cav.1545). Particle emissions from the surface of mesh. The emitters are approximatively uniformly distributed by taking the advantage of quad tesselations.

poissonsolver icon poissonsolver

DirectX 11 Poisson solvers using Jacobi iteration, conjugate gradient, and multi-grid method respectively.

pro icon pro

contains the files of project

quadtreeterrain icon quadtreeterrain

Quadtree Terrain Rendering System with Simple Features: C++, OpenGL, SDL

smoke3d icon smoke3d

DirectX 11 3D smoke simulation by Eulerian grid method for solving Navier-Stokes equation and rendering by volume ray-casting, all with compute shaders

sparsevolumedxr icon sparsevolumedxr

DirectX 12 sample: real-time rendering with a sparsely volumetric representation from a mesh by depth peeling OIT.

voxelizerx12 icon voxelizerx12

DirectX 12 sample: real-time voxelization making use of tessellation for primitive processing and extrapolations, as well as depth peeling for solid voxelization.

xtorcga icon xtorcga

CGA 3D 计算几何算法库 | 3D Compute Geometry Algorithm Library

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