Projects with this topic
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The Graphics Engine est un outil de dessin numérique, il dispose des fonctionnalités avancés, comme le dessin de fractales, et des outils pour l'édition de bande dessinées.
La rédaction de la documentation est en cours.
Copyright (C) 2025 Arthur CALON, Corentin BUSSIÈRE, Robinson URSIN ALLIX Licence (GPL v3) : voir licence.txt
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A procedural world generation system in C++ using OpenGL features real-time rendering and editing from a first-person perspective. Implemented biome-specific voxel worlds with an adapted Perlin Noise algorithm for realistic terrain generation and distinct biome elements like pines and ice. Designed a client-server threading model with a bidirectional queue to dynamically load and optimize visible chunks for seamless exploration and interaction.
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Rendering of scenes that contain semi-transparent elements is a computationally expansive process. To determine the final color of the pixel accurately, the elements of the scene must be sorted in the order in which they appear relative to the camera. One of the possible algorithms that allow estimation of the color without explicit sorting of objects is the Layered Weighted Blended Order-Independent Transparency method proposed by Friederichs F., Eisemann E., and Eisemann M. This project follows the main ideas of their method.
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A big experiment or "prove of concept" to render OSM tags in 3D, symbolic, not realistic: Controls: QCopter/Segway/Plane, Multiplayer, 3DMR.eu, Mapilary pictures. No active developmend, only some errors. See http://wiki.openstreetmap.org/wiki/OSM_go
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Fork of OpenSceneGraph for the FlightGear project
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Library, simplifying writing the Kawaii3D renderer plugins. This project is aimed to provide a default way to render a Kawaii3D world, so the client (renderer plugin) will just define API (OpenGL, Vulkan, etc..) specific code
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Examples of using Aleqsei, my Python wrapper for Aqsis
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Python wrapper for Aqsis renderer
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A lightweight OpenGL rendering Engine.
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