vk_mini_path_tracer
A beginner-friendly Vulkan path tracing tutorial in under 300 lines of C++. (by nvpro-samples)
vk_raytracing_tutorial_KHR
Ray tracing examples and tutorials using VK_KHR_ray_tracing (by nvpro-samples)
vk_mini_path_tracer | vk_raytracing_tutorial_KHR | |
---|---|---|
4 | 6 | |
1,070 | 1,263 | |
0.6% | 1.0% | |
5.2 | 5.9 | |
4 months ago | 2 months ago | |
C++ | C++ | |
Apache License 2.0 | 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.
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++
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 vk_mini_path_tracer and vk_raytracing_tutorial_KHR you can also consider the following projects:
GLSL-PathTracer - A toy physically based GPU path tracer (C++/OpenGL/GLSL)
Kurama-Engine - Creating a 3D rendering engine from scratch in Java
WickedEngine - 3D engine with modern graphics
RayTracing - Software RayTracing engine written in C++ without the usage of any libraries.
tinyraytracer - A brief computer graphics / rendering course
bcrt - Business card raytracer rendering SoundHound's Houndify logo
hybrid-rendering - A Vulkan sample that demonstrates a Rasterization and Ray Tracing Hybrid Rendering Pipeline.
vk_mini_path_tracer vs GLSL-PathTracer
vk_raytracing_tutorial_KHR vs Kurama-Engine
vk_mini_path_tracer vs WickedEngine
vk_raytracing_tutorial_KHR vs GLSL-PathTracer
vk_mini_path_tracer vs RayTracing
vk_raytracing_tutorial_KHR vs WickedEngine
vk_mini_path_tracer vs Kurama-Engine
vk_raytracing_tutorial_KHR vs tinyraytracer
vk_mini_path_tracer vs bcrt
vk_raytracing_tutorial_KHR vs hybrid-rendering
vk_mini_path_tracer vs hybrid-rendering
vk_raytracing_tutorial_KHR vs bcrt