Vision
Lift
Vision | Lift | |
---|---|---|
1 | 1 | |
0 | 30 | |
- | - | |
0.0 | 1.8 | |
almost 3 years ago | almost 3 years ago | |
C++ | C++ | |
- | GNU General Public License v3.0 or later |
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Vision
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Anyone wanna team up and write a graphics engine in Vulkan together?
I started an open-source project with Vulkan with the goal to support 3d modeling with ray marching. At this point, it just displays a window with an ImGui user interface but I intend implementing a path tracer with modeling capabilities. You‘ll find the project on Github. https://github.com/Illuminai/Vision
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.
What are some alternatives?
PBR-renderer - physically based renderer written in DX12 with image-based lighting, classic deffered and tiled lighting approaches
hello_opengl - My "Hello World" for OpenGL.
Cinder - Cross-platform, modular, extendable ray-tracer.
RayTracingInVulkan - Implementation of Peter Shirley's Ray Tracing In One Weekend book using Vulkan and NVIDIA's RTX extension.
path-tracer - A physically-based Monte Carlo Path Tracer (Ray Tracer) from scratch
vulkan_ray_tracing_minimal_abstraction - A minimal implementation of Vulkan ray tracing.
RenderBender - A third party program to change Minecraft RTX's internal settings externally, directly in-memory, at runtime.
RTXGI - RTXGI v2.0 Update including Neural Radiance Cache and Spatial Hash Radiance Cache
GLSL-PathTracer - A toy physically based GPU path tracer (C++/OpenGL/GLSL)
CUDA.jl - CUDA programming in Julia.
PRayGround - GPU ray tracing framework using NVIDIA OptiX 7 and 8