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sunray

Rust hardware ray-tracing library

prova

This project was developed by kalsifer-742 and circled-square supervised by Professor Marco Patrignani for the bachelor thesis at the University of Trento, Italy

Contribution

If you wish to contribute to the project you may check our issues, or if you found a bug or missing feature feel free to create one. You may also contact us at the e-mail addresses linked to our GitHub accounts.

If you're studying at University of Trento and are looking for a thesis subject you can ask Professor Marco Patrignani to be your supervisor to work on this project and we will be available if you need help or clarifications.

Thesis proposals:

  • Visual Enhancement #51
  • Library Integration #52

Comparison

Active project Non-trivial Real-time Fully ray-traced Hybrid GPU HW RT Compute SIMD BVH Mesh Materials Denoise Rust Crate Engine Notes
Kajiya ?
Cycles N/A ✅ Blender
manta-ray N/A ✅ Blender
luxcore ? ? ? ? ? N/A ✅ Blender
akari_render ? ? ? ? ? ? ✅ Blender Rebuild blender to install
KaminariOS/rustracer uses Nix
RayTracingInVulkan ? partial N/A
referencePT ? ? ? ? ? N/A
gbrt
Godot4-RayTracing partial N/A ✅ Godot
Raytracing_Godot4 N/A ✅ Godot
bevyray partial ✅ Bevy raytracing in fragment shader
hanamaru-renderer ? ? ? docs are in japanese
rtwlib
rustic-zen ? ? ? ? ? ? ? 2D
andros21/rustracer
sunray partial

Resources

General

Rendering

Acceleration structure

  • see this nvidia blog for best practices for acceleration structures (and hit shading)

glTF

Performance

Miscelleaneus

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Rust hardware ray-tracing library

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