Lift
RayTracingInVulkan
Lift | RayTracingInVulkan | |
---|---|---|
1 | 16 | |
30 | 1,123 | |
- | - | |
1.8 | 5.0 | |
almost 3 years ago | 20 days ago | |
C++ | C++ | |
GNU General Public License v3.0 or later | BSD 3-clause "New" or "Revised" License |
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Lift
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[Media] 100% Rust path tracer running on CPU, GPU (CUDA), and OptiX (for denoising) using one of my upcoming projects. There is no C/C++ code at all, the program shares a single rust crate for the core raytracer and uses rust for the viewer and renderer.
Awesome stuff! I did something similar for my master thesis using C++, Vulkan's Ray tracing extension, and Optix for denoising called Lift. It would be very cool if you could show a comparison between cuda and vulkan.
RayTracingInVulkan
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AMDVLK Release v-2023.Q2.2
on raw tests AMDVLK is about 100% faster than RADV like this one
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RADV RayTracing on RDNA 2 doesn't work
This Vulkan RayTracing Test also only runs with AMDVLK
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Anyone having better luck with the Intel Arc A750/770? It seems only Vulkan games are working well.
I did some more testing in regards to raytracing on Linux/Vulkan and could get this benchmark to run (albeit horribly slow) with the Arc 750
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Doom Eternal : Ray traycing on RX5600XT
Oh sorry. That's nice! The only RT stuff that worked nicely for me (except FPS, offcourse) was this: https://github.com/GPSnoopy/RayTracingInVulkan
- How do we write a ray tracer in opengl?
- Valve announces the Steam Deck
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Vulkan not enabled for my graphics card, can anyone help?
Have you tried testing it? Here is a benchmark someone created.
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Vulkan Ray Tracing: Blocky edges when there is another object behind
Reminds me of this bug caused by missing "non-uniform" hints: https://github.com/GPSnoopy/RayTracingInVulkan/issues/36
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Cyberpunk 2077 Ray Tracing Performance: NVIDIA 60% to 80% faster!
The man himself admitted he started celebrating way too early. Just look at the github issue: https://github.com/GPSnoopy/RayTracingInVulkan/issues/28
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[Hardware Unboxed] Don't Buy GeForce? Are We Testing GPUs Wrong? Nvidia Driver Overhead Discussion
With xbox and PS5 using AMDs ray tracing architecture, it would be dumb for devs to not optimize for AMD. 22% improvement with basically a code line swap. https://github.com/GPSnoopy/RayTracingInVulkan/issues/28#issuecomment-792966138
What are some alternatives?
hello_opengl - My "Hello World" for OpenGL.
vulkan-compute-ray-tracing - Interactive ray tracer made with Vulkan compute shader.
Vision - A modern cross-platform Vulkan based path tracing and 3d modeling application
manta-ray - An open source physically based renderer.
vulkan_ray_tracing_minimal_abstraction - A minimal implementation of Vulkan ray tracing.
bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.
RTXGI - RTXGI v2.0 Update including Neural Radiance Cache and Spatial Hash Radiance Cache
clray - Realtime GPU (OpenCL) polygon mesh raytracer
CUDA.jl - CUDA programming in Julia.
dxvk - Vulkan-based implementation of D3D9, D3D10 and D3D11 for Linux / Wine
PRayGround - GPU ray tracing framework using NVIDIA OptiX 7 and 8
RenderBender - A third party program to change Minecraft RTX's internal settings externally, directly in-memory, at runtime.