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Cloud Imperial Games
- Frankrut
- https://sites.google.com/view/jiayao-zhang/home
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FFT-based ocean-wave rendering, implemented in Godot
From anything to mesh like human artists. Official impl. of "MeshAnything: Artist-Created Mesh Generation with Autoregressive Transformers"
Source code for the SIGGRAPH 2024 conference paper "Neural Geometry Fields for Meshes"
[SIGGRAPH Asia 2024, Journal Track] ToonCrafter: Generative Cartoon Interpolation
A multi core friendly rigid body physics and collision detection library. Written in C . Suitable for games and VR applications. Used by Horizon Forbidden West.
Code release for Neural Bounding SIGGRAPH 2024 - neural representation of bounding volumes, learning conservative space classification
Hierarchical Optimization Time Integration (HOT) for efficient implicit timestepping of the material point method (MPM)
Code for two SIGGRAPH 2020 papers from UPenn, AnisoMPM and IQ-MPM!
[SIGGRAPH'24] 2D Gaussian Splatting for Geometrically Accurate Radiance Fields
AnimationGPT:An AIGC tool for generating game combat motion assets
A tool used to create 3D content for rooms by calling OpenAI's API
A Qt application for Windows and Linux to generate tetrahedral meshes from surface meshes
This is the first fully GPU Optimized IPC framework
Code of [CVPR 2024] "Animatable Gaussians: Learning Pose-dependent Gaussian Maps for High-fidelity Human Avatar Modeling"
Tools for convert traditional vegetation models into Nanite trees suitable for UE5.x
Unreal Engine ⚔️ ComfyUI - Automatic texturing using generative diffusion models
Official code for the paper "LucidDreamer: Domain-free Generation of 3D Gaussian Splatting Scenes".
A Gradio web UI for Large Language Models.
Implementation of MeshGPT, SOTA Mesh generation using Attention, in Pytorch
[CVPR 2024 Highlight] PhysGaussian: Physics-Integrated 3D Gaussians for Generative Dynamics