GLSL-PathTracer
vk_raytracing_tutorial_KHR
GLSL-PathTracer | vk_raytracing_tutorial_KHR | |
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1 | 6 | |
1,735 | 1,263 | |
- | 1.0% | |
3.1 | 5.9 | |
3 months ago | 2 months ago | |
C++ | C++ | |
MIT License | Apache License 2.0 |
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GLSL-PathTracer
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I’m am an beginner when it comes to openGL, and am thinking about implementation of ray tracing in my engine, and came across compute and mesh shaders. I have a few questions regarding them, so could someone please help me with these?
maybe it's better to start by studying see some good examples such as glsl-path-tracer
vk_raytracing_tutorial_KHR
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Need help with raytracing
The program is based on iOrange RTX On tutorial and nvidia vk_raytracing_tutorial_KHR.The problem is output image is just whatever color i write on miss shader and no triangle at all.The acceleration structure seems correct like in the image. Any idea why no triangle hit at all?
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Pathtracing in Vulkan
These code samples should help you get familiar with the vulkan raytracing apis: https://github.com/nvpro-samples/vk_raytracing_tutorial_KHR
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Customize intersection for ray query
I am reading Nvidia's intersection shader tutorial. It shows how to add an intersection shader for ray-sphere-intersection and add it to a new hit group. However, I am using the ray query approach in my project, which means I don't have the ray tracing pipeline. How can I customize an intersection for a bunch of special objects then? I have created AABB BLAS for them but there must be more work to be done in my `while(rayQueryProceedEXT(rayQuery))` loop.
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Where to start
Edit: check this tutorial https://github.com/nvpro-samples/vk_raytracing_tutorial_KHR/tree/master/ray_tracing_intersection
- Vulkan RTX intersection shaders
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I’m am an beginner when it comes to openGL, and am thinking about implementation of ray tracing in my engine, and came across compute and mesh shaders. I have a few questions regarding them, so could someone please help me with these?
The other option is the main NVIDIA tutorial, https://github.com/nvpro-samples/vk_raytracing_tutorial_KHR, of which I am a co-author. This assumes prior Vulkan experience and takes quite a while to work through; I'm obviously biased but I think there's some worth in still reading this second if you choose to start with the other tutorial.
What are some alternatives?
THREE.js-PathTracing-Renderer - Real-time PathTracing with global illumination and progressive rendering, all on top of the Three.js WebGL framework. Click here for Live Demo: https://erichlof.github.io/THREE.js-PathTracing-Renderer/Geometry_Showcase.html
Kurama-Engine - Creating a 3D rendering engine from scratch in Java
path-tracer - A physically-based Monte Carlo Path Tracer (Ray Tracer) from scratch
vk_mini_path_tracer - A beginner-friendly Vulkan path tracing tutorial in under 300 lines of C++.
plotoptix - Data visualisation and ray tracing in Python based on OptiX 7.7 framework.
WickedEngine - 3D engine with modern graphics
OpenTK-PathTracer - C# OpenGL Path Tracer, Real-Time GPU accelerated
tinyraytracer - A brief computer graphics / rendering course
mesh-viewer - An interactive mesh viewer (for '.obj' files) using OpenGL and GLSL
hybrid-rendering - A Vulkan sample that demonstrates a Rasterization and Ray Tracing Hybrid Rendering Pipeline.
C-Path-Tracer - Path Tracer written in C. Made mostly for fun.
bcrt - Business card raytracer rendering SoundHound's Houndify logo