Kurama-Engine
Creating a 3D rendering engine from scratch in Java (by alanjoshua)
vk_mini_path_tracer
A beginner-friendly Vulkan path tracing tutorial in under 300 lines of C++. (by nvpro-samples)
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Kurama-Engine | vk_mini_path_tracer | |
---|---|---|
3 | 4 | |
5 | 1,068 | |
- | 0.8% | |
5.5 | 5.2 | |
5 months ago | 3 months ago | |
Mathematica | C++ | |
MIT License | Apache License 2.0 |
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
Kurama-Engine
Posts with mentions or reviews of Kurama-Engine.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2020-12-27.
- (HELP) Strange visual artifacts appearing at times when using mesh shaders (in the attached video, it is the rectangle of points randomly appearing from the middle of the screen only when a larger quantity of points are being rendered. I noticed the same when rendering tris using mesh shaders too)
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I’m trying to implement shadow mapping for spot lights and something seems to be off. I’m guessing some coordinate is inverted or flipped, cuz even when I implemented shadow mapping for directional lights, I had to invert the z and x coordinates. I’m using perspective projection here
Here’s the project’s repo: https://github.com/alanjoshua/Kurama-Engine
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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?
Here's the link to my project, but be warned that there is very poor documentation, and I would say it is not worth checking out since the API isn't as readable and clean as I would like it to be. Planning on refactoring the API once I am done adding core engine features.
vk_mini_path_tracer
Posts with mentions or reviews of vk_mini_path_tracer.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2022-12-18.
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Is there a common method to do glossy reflections in Vulkan ray tracing?
I found a great PRNG in a shader https://github.com/nvpro-samples/vk_mini_path_tracer/blob/main/vk_mini_path_tracer/shaders/raytrace.comp.glsl
- Pathtracing in Vulkan
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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?
NVIDIA has a couple of options for you to start learning hardware ray tracing. This requires you to use either Vulkan or Direct 3D 12, of which both are modern (i.e. low low level) APIs. In my view, you would be well-advised to budget significant amounts of time just to re-learn the traditional rasterization pipeline in Vulkan before thinking about raytracing. It took me quite a while to get up to speed on command buffers and synchronization and all the other ilk that OpenGL (mostly) doesn't ever expose. That said my colleague Neil Bickford has put together a tutorial for Vulkan raytrace extensions that does not assume prior Vulkan experience: https://github.com/nvpro-samples/vk_mini_path_tracer
- A beginner-friendly Vulkan path tracing tutorial in under 300 lines of C++
What are some alternatives?
When comparing Kurama-Engine and vk_mini_path_tracer you can also consider the following projects:
vk_raytracing_tutorial_KHR - Ray tracing examples and tutorials using VK_KHR_ray_tracing
GLSL-PathTracer - A toy physically based GPU path tracer (C++/OpenGL/GLSL)
WickedEngine - 3D engine with modern graphics
RayTracing - Software RayTracing engine written in C++ without the usage of any libraries.
bcrt - Business card raytracer rendering SoundHound's Houndify logo
hybrid-rendering - A Vulkan sample that demonstrates a Rasterization and Ray Tracing Hybrid Rendering Pipeline.
CIS-565-Final-VR-Raytracer - Real-time Global Illumination with Vulkan Ray Tracing API
Kurama-Engine vs vk_raytracing_tutorial_KHR
vk_mini_path_tracer vs GLSL-PathTracer
Kurama-Engine vs GLSL-PathTracer
vk_mini_path_tracer vs WickedEngine
vk_mini_path_tracer vs vk_raytracing_tutorial_KHR
vk_mini_path_tracer vs RayTracing
vk_mini_path_tracer vs bcrt
vk_mini_path_tracer vs hybrid-rendering
vk_mini_path_tracer vs CIS-565-Final-VR-Raytracer