vulkan-compute-ray-tracing VS Book_of_Shaders

Compare vulkan-compute-ray-tracing vs Book_of_Shaders and see what are their differences.

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vulkan-compute-ray-tracing Book_of_Shaders
3 1
38 0
- -
3.9 0.0
over 2 years ago about 3 years ago
C++ GLSL
- 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.
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vulkan-compute-ray-tracing

Posts with mentions or reviews of vulkan-compute-ray-tracing. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2021-09-23.
  • How do we write a ray tracer in opengl?
    6 projects | /r/GraphicsProgramming | 23 Sep 2021
    It's better to use a compute shader than fragment because it's better parallelizable. The idea is the same as with fragment shader, you just use compute to write into a texture. I have done something similar in Vulkan, you can take a look: https://github.com/grigoryoskin/vulkan-compute-ray-tracing https://github.com/grigoryoskin/vulkan-compute-ray-tracing/blob/master/resources/shaders/source/ray-trace-compute.comp
  • Check out my ray tracer!
    1 project | /r/vulkan | 22 Jul 2021
    https://github.com/grigoryoskin/vulkan-compute-ray-tracing I'm making a small ray tracer, loosely following rt in one weekend series. It renders the scene with the compute shader into a texture and then displays it with fragment shader. Currently it has only lambertian materials, but I'm working on adding PBR. I use binary volume hierarchy for acceleration, but in simple scenes I found out that just iterating through a list of triangles is faster. It has one problem though, sometimes(!) it crashes on start or finish, making me think it's some kind of synchronization issue (also discussed here). I have layout transform and semaphore between compute and graphics, which looks tight to me, but I would be super grateful if someone could point out where I am wrong. Or it could be some moltenVK bug, which would also be ok with me. I would appreciate any kind of feedback, since I'm still learning (both vk and c++)
  • Can you try running my ray tracer?
    1 project | /r/GraphicsProgramming | 21 Jul 2021
    I made a ray tracer in Vulkan, and while it runs fine on my personal Mac book air, when I try to run it on my work Mac book pro, it either crashes at start due to some memory error, or renders a blank screen. I'm trying super hard to find the issue, but I'm out of ideas. These are the only computers I have, so I'm willing to accept that it's some moltenVK issue or something, if it runs on other systems. Here is the repo with build instructions: https://github.com/grigoryoskin/vulkan-compute-ray-tracing

Book_of_Shaders

Posts with mentions or reviews of Book_of_Shaders. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2021-09-23.

What are some alternatives?

When comparing vulkan-compute-ray-tracing and Book_of_Shaders you can also consider the following projects:

RayTracer - Ray Tracer in C++ with openGL.

RayTracingInVulkan - Implementation of Peter Shirley's Ray Tracing In One Weekend book using Vulkan and NVIDIA's RTX extension.

clray - Realtime GPU (OpenCL) polygon mesh raytracer

LearnOpenGL - Code repository of all OpenGL chapters from the book and its accompanying website https://learnopengl.com