Current state of realtime raytracing open source projects? back

(L) [2006/08/30] [hml] [Current state of realtime raytracing open source projects?] Wayback!

I'm looking for an open source realtime raytracer and I'm looking for some advice on what I should be looking at. What are the different projects? What state are they in? How do they compare? Any suggestions would be greatly appreciated.
(L) [2006/08/30] [tbp] [Current state of realtime raytracing open source projects?] Wayback!

As i can only decently pimp my own stuff, i'll let other describe theirs.


radius, a GPL2 backport/rewrite of [LINK http://ompf.org/ quadrille], can be found here [LINK https://gna.org/projects/radius/]


It supports 3 compilers (msvc, icc, gcc), 2 platforms win32 & linux 32/64, is fully multithreaded (acc. structure construction, rendering, UI etc) and has a fast texture upload path for GLSL post-processing. Right now the shading part is pathetic.


Worst, i have an awful backlog of mismatched & semi-interesting patches pending.


I think, but i may just be fooling myself, that it has one of the fastest full (as in non-approximated) SAH kd-tree construction around for a reasonable number of core/cpu; a scanning/streaming approximated version is due.


It only does single & 4-bundle ray traversals of kd-tree atm, with decent numerical robustness and efficiency.

There's no scene graph and no plan for it, because i lack expertise and time.


VoilĂ .


PS: I'll stress again the lag in the cvs, mea culpa mea maxima culpa.
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May you live in interesting times.

[LINK https://gna.org/projects/radius/ radius] | [LINK http://ompf.org/ ompf] | [LINK http://ompf.org/wiki/ WompfKi]
(L) [2006/08/30] [Phantom] [Current state of realtime raytracing open source projects?] Wayback!

There are some versions of my raytracers available here and on other places on the web. My latest thingy is not yet available; given the current quality of it I'm not even sure if I will make it open source. It has slow kd-tree construction, pretty fast BIH construction, very fast kd-tree traversal, decent BIH traversal (both for single rays and 4x4 ray packets), and a decent amount of shading options (textures, bilinear filtering, shadows, Schlick's Phong approximation, reflection & refraction). I'm squashing bugs right now (caught a huge one this morning) and like I said, after that, I'm not sure what I'll do.
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