Kurama-Engine
Creating a 3D rendering engine from scratch in Java (by alanjoshua)
vk_raytracing_tutorial_KHR
Ray tracing examples and tutorials using VK_KHR_ray_tracing (by nvpro-samples)
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Kurama-Engine | vk_raytracing_tutorial_KHR | |
---|---|---|
3 | 6 | |
5 | 1,260 | |
- | 3.0% | |
5.5 | 5.9 | |
5 months ago | about 2 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_raytracing_tutorial_KHR
Posts with mentions or reviews of vk_raytracing_tutorial_KHR.
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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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?
When comparing Kurama-Engine and vk_raytracing_tutorial_KHR you can also consider the following projects:
GLSL-PathTracer - A toy physically based GPU path tracer (C++/OpenGL/GLSL)
vk_mini_path_tracer - A beginner-friendly Vulkan path tracing tutorial in under 300 lines of C++.
WickedEngine - 3D engine with modern graphics
tinyraytracer - A brief computer graphics / rendering course
hybrid-rendering - A Vulkan sample that demonstrates a Rasterization and Ray Tracing Hybrid Rendering Pipeline.
bcrt - Business card raytracer rendering SoundHound's Houndify logo
Kurama-Engine vs GLSL-PathTracer
vk_raytracing_tutorial_KHR vs vk_mini_path_tracer
Kurama-Engine vs vk_mini_path_tracer
vk_raytracing_tutorial_KHR vs GLSL-PathTracer
vk_raytracing_tutorial_KHR vs WickedEngine
vk_raytracing_tutorial_KHR vs tinyraytracer
vk_raytracing_tutorial_KHR vs hybrid-rendering
vk_raytracing_tutorial_KHR vs bcrt