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Support for Sphere Primitives in Ray Tracing #150

@ACMLCZH

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@ACMLCZH

Hello,

I’ve been using LuisaRender for scene rendering and I’m really impressed with its efficiency and performance. However, I’ve noticed that particles (represented as sphere primitives) are created as meshes in the scene. This can be memory-intensive, especially when rendering a large number of spheres or particles, even when the subdivision is set to 0.

I understand that OptiX, which is used in LuisaCompute for ray tracing, supports sphere primitives. This feature could potentially reduce the memory footprint and improve the efficiency of rendering scenes with a large number of spheres or particles.

In the LuisaCompute code, specifically in the file [src/backends/cuda/optix_api.h], I noticed that sphereArray is defined in BuildInput but it doesn’t seem to be used anywhere. I’m wondering if it would be possible to add support for sphere primitives in the ray tracing process using this or a similar approach.

It would also be helpful if you could provide some guidance on how to modify the LuisaCompute and LuisaRender code to support this functionality. For example, how to add spheres in CUDA in LuisaCompute and how to modify the accel_option in LuisaRender.

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