C++ libraries and programs demonstrating mesh processing research published in ACM SIGGRAPH (1992-2003)
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Updated
Oct 20, 2026 - C++
C++ libraries and programs demonstrating mesh processing research published in ACM SIGGRAPH (1992-2003)
Neural Geometric Level of Detail: Real-time Rendering with Implicit 3D Shapes (CVPR 2021 Oral)
Real-Time Hybrid Hair Rendering using Vulkan™
Level of detail (LOD) add-on for Godot 3.x (GLES3 and GLES2)
Extension methods for BatchedMesh to accelerate raycasting and frustum culling, handle different uniforms for each instance, LOD and more.
[SIGGRAPH 2025] Virtualized 3D Gaussians
[NeurIPS 2025] ARMesh: Autoregressive Mesh Generation via Next-Level-of-Detail Prediction
3D polygonal mesh renderer with dynamic level-of-detail (LOD).
Demonstration project for the Level of Detail (LOD) Godot 3.x add-on
Virtualized geometry from scratch in C++20, Vulkan and WebGPU: a Nanite-style cluster hierarchy, streaming, and a renderer for a million instances
Point Cloud Rendering Engine with Octree Generation, Splat Blending, Phong Lighting and Neural Network Evaluation
A demo of cfMMOC library for terrain rendering
Generates triangle cluster hierarchies for per-cluster LOD selection & rendering
Convert giant 3D Gaussian Splatting PLY (100M+ splats, 10+ GB) into a SuperSplat-ready Streamed SOG .zip with real LODs, in your browser on your own GPU (WebGPU). No upload, no install. By Andrii Shramko.
An easy plugin tool to create game ready LODs in a few seconds!
Tessellation + WebGL2
Progressive 3D over plain HTTP. Pack a GLB into a layered A3S stream whose first 50 KB is already a complete, skinned, spec-valid avatar, then refine it in place with byte-range requests. No custom server, no WebSocket, no new codec.
Application for procedural terrain generation using Perlin noise settings
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