bcrt
Business card raytracer rendering SoundHound's Houndify logo (by 2bt)
vk_mini_path_tracer
A beginner-friendly Vulkan path tracing tutorial in under 300 lines of C++. (by nvpro-samples)
bcrt | vk_mini_path_tracer | |
---|---|---|
1 | 4 | |
4 | 1,070 | |
- | 0.4% | |
2.9 | 5.2 | |
3 months ago | 4 months ago | |
C++ | C++ | |
- | 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.
bcrt
Posts with mentions or reviews of bcrt.
We have used some of these posts to build our list of alternatives
and similar projects.
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Patrick Bateman's business card flame fractal in 1337 bytes
I with the sport of writing business card code would catch on more. It's a compelling format. I can't resist mentioning my own efforts in this category, https://github.com/2bt/bcrt.
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 bcrt and vk_mini_path_tracer you can also consider the following projects:
WickedEngine - 3D engine with modern graphics
GLSL-PathTracer - A toy physically based GPU path tracer (C++/OpenGL/GLSL)
tinyraytracer - A brief computer graphics / rendering course
F3D - Fast and minimalist 3D viewer.
vk_raytracing_tutorial_KHR - Ray tracing examples and tutorials using VK_KHR_ray_tracing
hybrid-rendering - A Vulkan sample that demonstrates a Rasterization and Ray Tracing Hybrid Rendering Pipeline.
RayTracing - Software RayTracing engine written in C++ without the usage of any libraries.
GPU-Raytracer - GPU Raytracer from scratch in C++/CUDA
Kurama-Engine - Creating a 3D rendering engine from scratch in Java