pbrt-v4
femtovg
pbrt-v4 | femtovg | |
---|---|---|
8 | 32 | |
2,648 | 753 | |
- | 2.0% | |
7.5 | 7.8 | |
3 months ago | about 1 month ago | |
C++ | Rust | |
Apache License 2.0 | GNU General Public License v3.0 or later |
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.
pbrt-v4
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Hangup on Raytracer Material, BRDF class design
Regarding the design of materials vs brdfs and how to handle them. Take a look at [Physically Based Rendering: From Theory to Implementation](https://www.pbr-book.org/) and its [source code](https://github.com/mmp/pbrt-v4). It's entirely written in C++ and uses an object oriented design for materials.
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Raytrace renderers that can utilize measured BSDF data and photometrically accurate lighting?
PBRT v4 supports spectral rendering and photometric light parameterization: https://github.com/mmp/pbrt-v4
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Real Time Rendering by Tomas Akenine-Möller v3 vs v4?
However, shit moves fast; so they’ve already got (PBRT-4’s engine and examples are in Beta)[https://github.com/mmp/pbrt-v4]
- PBRT, Version 4
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How does one implement a ray tracing algorithm on the gpu?
The 4th edition of Physically Based Rendering incorporates OptiX/CUDA, but it seems like the closer we get to its publication, the more time slows down (but they are polishing it and making it perfect and I know that's impossible to accurately estimate time for). At least the code is available now.
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My first ever blog post! Andrew Kensler's permute() - stateless, constant-time shuffled array iteration
This technique was described by Andrew Kensler at Pixar in his paper Correlated Multi-Jittered Sampling and I wanted to give a more detailed explanation because I think it's a cool method (and I didn't understand it when I first read his paper). It's quite useful in renderers to decorrelate samples, for example it's included in the next release of PBRT, but it's generally useful any time you want to randomly iterate through an array.
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Another implementation of PBRTv3 in Rust
I don't have access to v2 so I don't know what the differences are with v3. You can find the differences between v3 and v4 here here. There are quite a lot of improvements and new features with the biggest one being GPU support which I'm really excited for.
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PBRT in Rust
I believe the latest version v4 [0] has GPU support, some of my colleagues are using it already.
[0]: https://github.com/mmp/pbrt-v4
femtovg
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Recommended UI framework to draw many 2D lines?
Femtovg (https://github.com/femtovg/femtovg) which uses OpenGL to render
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tinydraw 0.1.1
Congrats! I don't want to diminish the accomplishment, but have you seen femtovg? It seems like it's probably well-aligned with your needs.
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Bevy vector graphics library?
I'm currently using femtovg for vector graphics in my games, and I would like to get into bevy by porting one of my game prototypes using it to bevy.
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Decision paralysis: ggez or macroquad
I use femtovg It's a simple vector graphics engine having all the important features you probably want from a 2D rendering engine: simple shapes, images, text
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femtovg VS lyon - a user suggested alternative
2 projects | 21 May 2022
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Keeping POWER relevant in the open source world
https://github.com/femtovg/femtovg/pull/5
Before Power10 was done, IBM actually asked us Raptor users about proposals for useful machine code instructions to add to it. I replied that I’d like to have hardware UTF-8 de-/encoding but they wanted a more detailed proposal and I never got around to write it. I’m not even sure that this would be worthwhile, but I see UTF-8 de-/encoding everywhere in the code I write and would like it to approach memory read/write speeds.
I was very disappointed to learn that they had gone more proprietary with Power10 so I would not have been able to use those instructions anyway. What a pity!
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How to use a Rust WebAssembly module in Svelte with Web Workers
In my actual code, I'm using a library called femtovg that is a Rust port of a C library for 2D rendering. But In the blog post I kept the example simple to keep it relevant for people who might want to use Web Workers + WASM for other things; didn't want to get hung up on femtovg for someone who had never heard of it. As you say, if you all you need to do is basic 2D manipulations of a canvas that are supported by the native API, then you likely don't need WASM.
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Iced: A cross-platform GUI library for Rust, inspired by Elm
You guys should also check out the femtovg project, a 2D rendering API that sixty fps relies on.
https://github.com/femtovg/femtovg
It's a decent starting point for trying to build your own toolkit.
I have recently added a wgpu backend but for now it lives in my fork https://github.com/adamnemecek/femtovg
run the demo with `cargo run --example wgpu_demo --release`.
Also join the femtovg discord https://discord.gg/V69VdVu
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Any recommended resources for beginning graphics with Rust
I'm involved with the femtovg project. We are definitely looking for contributors. Join the discord channel.
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Good GUI toolkit/library recommendations needed
It's not a GUI framework but I'm involved with this project called femtovg, it's a Rust nanovg port. I've recently added a wgpu backend. Run the demo with cargo run --example wgpu_demo --release. Some people have been using it for their own UIs, e.g. tuix. I think that you should consider rolling your own GUI toolkit, it's not that bad and you'll appreciate the control.
What are some alternatives?
pbrt-rust - Implementation of PBRT in rust based on the C++ version by Matt Pharr, Grep Humphreys, and Wenzel Jakob.
glium - Safe OpenGL wrapper for the Rust language.
Vulkan-RTIOW - Vulkan compute shader version of Ray traciing in one weekend
Typesense - Open Source alternative to Algolia + Pinecone and an Easier-to-Use alternative to ElasticSearch ⚡ 🔍 ✨ Fast, typo tolerant, in-memory fuzzy Search Engine for building delightful search experiences
rs_pbrt - Rust crate to implement a counterpart to the PBRT book's (3rd edition) C++ code. See also https://www.rs-pbrt.org/about ...
gdnative - Rust bindings for Godot 3
hash-prospector - Automated integer hash function discovery
Slint - Slint is a toolkit to efficiently develop fluid graphical user interfaces for any display: embedded devices and desktop applications. We support multiple programming languages, such as Rust, C++ or JavaScript. [Moved to: https://github.com/slint-ui/slint]
NanoGUI - Minimalistic GUI library for OpenGL
nuklear - A single-header ANSI C immediate mode cross-platform GUI library
QMetaObject crate for Rust - Integrate Qml and Rust by building the QMetaObject at compile time.
bevy - A refreshingly simple data-driven game engine built in Rust