Ray
Embeddable physically based renderer
Install / Use
/learn @sergcpp/RayREADME
Ray
Embeddable cross-platform semi-realtime physically based renderer.
Features:
- Unidirectional pathtracing with light tree NEE and skyportals
- Diffuse, Glossy, Refractive and multi-layer Principled BSDFs
- Filmic/AgX tonemapping
- Built-in procedural sky model
- Automatic texture compression
- CPU backend accelerated using SSE/AVX/NEON extensions
- GPU backends (Vulkan, DirectX 12) with optional HW raytracing
- DNN denoising (native port of OpenImageDenoise), accelerated using VK_KHR_cooperative_matrix
- Optional SHARC-like spatial radiance caching
- Compatible with Windows (including ARM), Linux, and macOS
- Rendered with time limit of 15 seconds on RTX 3080.
- Links to the original scenes:
Staircase, Coffee maker - https://benedikt-bitterli.me/resources/
Italian flat - https://www.blender.org/download/demo-files/
Sponza - https://www.intel.com/content/www/us/en/developer/topic-technology/graphics-research/samples.html
Bistro - https://developer.nvidia.com/orca/amazon-lumberyard-bistro
Ford mustang - https://wirewheelsclub.com/models/1965-ford-mustang-fastback
Interrior - https://evermotion.org/shop/show_product/scene-6-ai43-archinteriors-for-blender/14569
Kitchen - https://evermotion.org/shop/show_product/scene-1-ai43-archinteriors-for-blender/14564
Villa - https://www.blendermarket.com/products/blender-eevee-modern-villa
Transparent machines - https://www.beeple-crap.com/resources
Installation
The intended use is to add it as a submodule to an existing project:
git submodule add https://github.com/sergcpp/Ray.git
Then in CMakeLists.txt file:
add_subdirectory(Ray)
But also standalone samples can be compiled and run:
Windows
git clone https://github.com/sergcpp/Ray.git
cd Ray
mkdir build && cd build/
cmake ..
msbuild ALL_BUILD.vcxproj /p:Configuration=Release
Linux/MacOS
git clone https://github.com/sergcpp/Ray.git
cd Ray
mkdir build && cd build/
cmake .. -DCMAKE_BUILD_TYPE=Release && make
Usage
Image rendering
#include <Ray/Ray.h>
int main() {
const int IMG_W = 256, IMG_H = 256;
const int SAMPLE_COUNT = 64;
// Initial frame resolution, can be changed later
Ray::settings_t s;
s.w = IMG_W;
s.h = IMG_H;
// Additional Ray::eRendererType parameter can be passed (Vulkan GPU renderer created by default)
Ray::RendererBase *renderer = Ray::CreateRenderer(s, &Ray::g_stdout_log);
// Each renderer has its own storage implementation (RAM, GPU-RAM),
// so renderer itself should create scene object
Ray::SceneBase *scene = renderer->CreateScene();
// Setup environment
Ray::environment_desc_t env_desc;
env_desc.env_col[0] = env_desc.env_col[1] = env_desc.env_col[2] = 0.0f;
scene->SetEnvironment(env_desc);
// Add diffuse materials
Ray::shading_node_desc_t mat_desc1;
mat_desc1.type = Ray::eShadingNode::Diffuse;
mat_desc1.base_color[0] = 0.5f;
mat_desc1.base_color[1] = 0.5f;
mat_desc1.base_color[2] = 0.5f;
const Ray::MaterialHandle mat1 = scene->AddMaterial(mat_desc1);
mat_desc1.base_color[0] = 0.5f;
mat_desc1.base_color[1] = 0.0f;
mat_desc1.base_color[2] = 0.0f;
const Ray::MaterialHandle mat2 = scene->AddMaterial(mat_desc1);
mat_desc1.base_color[0] = 0.0f;
mat_desc1.base_color[1] = 0.5f;
mat_desc1.base_color[2] = 0.0f;
const Ray::MaterialHandle mat3 = scene->AddMaterial(mat_desc1);
// Add emissive material
Ray::shading_node_desc_t mat_desc2;
mat_desc2.type = Ray::eShadingNode::Emissive;
mat_desc2.strength = 100.0f;
mat_desc2.base_color[0] = 1.0f;
mat_desc2.base_color[1] = 1.0f;
mat_desc2.base_color[2] = 1.0f;
mat_desc2.importance_sample = true; // Use NEE for this lightsource
const Ray::MaterialHandle mat4 = scene->AddMaterial(mat_desc2);
// Setup test mesh
// position(3 floats), normal(3 floats), tex_coord(2 floats)
// clang-format off
const float attrs[] = { // floor
0.0f, 0.0f, -0.5592f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f,
0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
-0.5528f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f,
-0.5496f, 0.0f, -0.5592f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
// back wall
0.0f, 0.0f, -0.5592f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
-0.5496f, 0.0f, -0.5592f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
-0.556f, 0.5488f, -0.5592f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.5488f, -0.5592f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
// ceiling
-0.556f, 0.5488f, -0.5592f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 0.5488f, -0.5592f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 0.5488f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f,
-0.556f, 0.5488f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f,
// left wall
-0.5528f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
-0.5496f, 0.0f, -0.5592f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
-0.556f, 0.5488f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
-0.556f, 0.5488f, -0.5592f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
// right wall
0.0f, 0.0f, -0.5592f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
0.0f, 0.5488f, -0.5592f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
0.0f, 0.5488f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
// light
-0.213f, 0.5478f, -0.227f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f,
-0.343f, 0.5478f, -0.227f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f,
-0.343f, 0.5478f, -0.332f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f,
-0.213f, 0.5478f, -0.332f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f,
// short block
-0.240464f, 0.0f, -0.271646f, 0.285951942f, 0.0f, -0.958243966, 0.0f, 0.0f,
-0.240464f, 0.165f, -0.271646f, 0.285951942f, 0.0f, -0.958243966, 0.0f, 0.0f,
-0.082354f, 0.165f, -0.224464f, 0.285951942f, 0.0f, -0.958243966, 0.0f, 0.0f,
-0.082354f, 0.0f, -0.224464f, 0.285951942f, 0.0f, -0.958243966, 0.0f, 0.0f,
-0.240464f, 0.0, -0.271646f, -0.958243966f, 0.0f, -0.285951942f, 0.0f, 0.0f,
-0.240464f, 0.165f, -0.271646f, -0.958243966f, 0.0f, -0.285951942f, 0.0f, 0.0f,
-0.287646f, 0.165f, -0.113536f, -0.958243966f, 0.0f, -0.285951942f, 0.0f, 0.0f,
-0.287646f, 0.0f, -0.113536f, -0.958243966f, 0.0f, -0.285951942f, 0.0f, 0.0f,
-0.082354f, 0.0f, -0.224464f, 0.958243966f, 0.0f, 0.285951942f, 0.0f, 0.0f,
-0.082354f, 0.165f, -0.224464f, 0.958243966f, 0.0f, 0.285951942f, 0.0f, 0.0f,
-0.129536f, 0.165f, -0.066354f, 0.958243966f, 0.0f, 0.285951942f, 0.0f, 0.0f,
-0.129536f, 0.0f, -0.066354f, 0.958243966f, 0.0f, 0.285951942f, 0.0f, 0.0f,
-0.287646f, 0.0f, -0.113536f, -0.285951942f, 0.0f, 0.958243966, 0.0f, 0.0f,
-0.287646f, 0.165f, -0.113536f, -0.285951942f, 0.0f, 0.958243966, 0.0f
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