vulkan-compute-ray-tracing
Interactive ray tracer made with Vulkan compute shader. (by grigoryoskin)
Book_of_Shaders
not sad (by olesgedz)
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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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.
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.
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How do we write a ray tracer in opengl?
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
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Check out my ray tracer!
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++)
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Can you try running my ray tracer?
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