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Tags: Graphics and 3D
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121–144 of 211 · Most stars

Getting serious about Vulkan development with this modern C++ framework, battle-tested in rapid prototyping, research, and teaching. Includes support for real-time ray tracing (RTX), serialization, and meshlets.

TranslatedBeat-driven sci-fi light-ring visualization. Pure Canvas, single HTML, zero dependencies. Noncommercial use only. RYDER CODE / Ms MAIKEBAIs CAT | Supports Wallpaper Engine animated wallpapers.

HDR Toolbox for processing High Dynamic Range (HDR) images into MATLAB and Octave

  • hdr
  • tone-mapping
  • inverse-tonemapping
  • tonemapping

A cross-platform image viewer which supports reading raw Luminance/YUV/RGB/ARGB/Bayer pixels data from file and rendering it.

  • yuv
  • yuv2rgb
  • yuv420
  • yuv-tool

Published on Maven Central Java Library that compares 2 images with the same sizes and shows the differences visually by drawing rectangles. Some parts of the image can be excluded from the comparison. Can be used for automation QA tests.

Bolt is a C++ template library optimized for GPUs. Bolt provides high-performance library implementations for common algorithms such as scan, reduce, transform, and sort.

Pure Golang Library that allows LSB steganography on images using ZERO dependencies

  • go
  • golang
  • golang-library
  • image

A fully non-destructive photo retouching program providing a complete layer-based workflow including RAW image development.

Imgcompress is a self-hosted image processing toolbox that handles compression, format conversion, and AI background removal in a single web interface. It supports over 70 input formats (including PSD, HEIC, and RAW) and can output common formats or generate PDFs, all without sending files to external services.

Afterburner for Vulkan development; Auto-Vk is a modern C++ low-level convenience and productivity layer atop Vulkan-Hpp.

  • vulkan-hpp
  • vulkan
  • real-time-rendering

Berth is a lightweight GPU resource manager written in Go. It controls which applications get access to your GPU, when they get it, and how that access is handed off.