Alternatives
Products that do what 3DZEN does
Spline killer
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It's been closed source for a long time while I worked on it on and off as a hobby research project, but yesterday the repo was made public for the first time under the MPL 2.0 license. A feature reel showing its capabilities can be found here: https://ktstephano.github.io/rendering/stratusgfx/feature_re... A technical breakdown of a single frame can be found here: https://ktstephano.github.io/rendering/stratusgfx/frame_anal... It's still in a very beta state (bugs and instability expected), but I felt like it was a good time to make it…
2023 · github.com
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Hi HN, author here. SHARP is Apple's recent single-image 3D Gaussian splatting model (https://arxiv.org/abs/2512.10685). Their reference code is PyTorch + a pretty heavy pipeline; I wanted to see if it could run in a browser with no server hop, so I exported the predictor to ONNX and ran it via onnxruntime-web with the WebGPU EP. What works: drop in an image, get a .ply you can download or preview live, all on your machine — your image never leaves the tab. The model is large (~2.4 GB sidecar) so first load is slow on a cold cache, but inference itself is a few seconds on…
May 2026 · github.com
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2023 · antimatter15.com
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I'm the co-creator and maintainer of https://aframe.io/ and long time Web 3D graphics dev. Super excited about new techniques to author / render / represent 3D. Spark is a an open source library to easily integrate Gaussian splats in your THREE.js scene I worked with some friends and I hope you find useful. Looking forward to hearing what features / rendering techniques you would love to see next.
2025 · sparkjs.dev
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I ported Microsoft's TRELLIS.2 (4B parameter image-to-3D model) to run on Apple Silicon via PyTorch MPS. The original requires CUDA with flash_attn, nvdiffrast, and custom sparse convolution kernels: none of which work on Mac. I replaced the CUDA-specific ops with pure-PyTorch alternatives: a gather-scatter sparse 3D convolution, SDPA attention for sparse transformers, and a Python-based mesh extraction replacing CUDA hashmap operations. Total changes are a few hundred lines across 9 files. Generates ~400K vertex meshes from single photos in about 3.5 minutes on M4 Pro (24GB). Not as fast as…
Apr 2026 · github.com
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Hi all This has been my hobby project for quite a few years now It started as a small engine to serve as a sandbox to try out new 3d graphics ideas After adding many features through out the years and re-writing the entire engine a few times, this is the latest state It currently supports loading models with animations, textures, lights, shadow maps, normal maps, and some other goodies I've also recently added voxel raymarching as an alternative renderer, along with a fun physics simulation :)
2024 · github.com
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I’ve been experimenting with Rust lately and wanted a project that would help me explore some of its lower-level and performance-oriented features. Inspired by Sebastian Lague’s videos, I decided to implement my own ray tracer from scratch. The initial goal was just to render a simple 3D scene in the browser at a reasonable frame rate. It evolved into a small renderer that can: • Run locally or on the web using wgpu and WebAssembly • Perform mesh rendering with a Bounding Volume Hierarchy (BVH) for acceleration • Simulate both direct and indirect illumination for photorealistic results • Be…
Nov 2025 · github.com
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I was fascinated by this [0] and this video [1]. After many struggles, I finally built this app that traces images using circles similar to what these videos had shown. The most challenging part (to me) is to find a way to convert images to vector lines. I had tried Potrace, but its output is not suitable for my use case: too many small elements share the same border. Potrace's goal is to represent the original image faithfully using vector lines. But I want to trace the image edges. After searching and trying some Potrace alternatives in vain, I finally found my keyword. Surprisingly (to…
2022 · phqb.github.io
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So, after years of abandoning Rust after the hello world stage, I finally decided to do something substantial. It started with simple line rendering, but I liked how it was progressing so I figured I could make a reasonably complete PSX style renderer and a game with it. My only dependency is SDL2; I treat it as my "platform", so it handles windowing, input and audio. This means my Cargo.toml is as simple as: [dependencies.sdl2] version = "0.35" default-features = false features = ["mixer"] this pulls around 6-7 other dependencies. I am doing actual true color 3D rendering (with Z buffer,…
Sep 2025 · totenarctanz.itch.io
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