/r/raytracing

Photograph via snooOG

Ray tracing articles, competition entries etc.

A place for sharing news, personal projects, academic papers, videos and anything else about raytracing.

Feel free to ask questions, but please avoid tech-support style questions. This isn't the place to ask how to get RTX working in minecraft. Try/r/pcgamingtechsupport/ or r/minecraftrtx instead.

Also check out /r/vintagecgi for CGI from the 70's-90's

/r/raytracing

4,291 Subscribers

4

A Pet Ray Tracer Project

0 Comments
2025/01/28
15:12 UTC

5

Opinions about Path Tracing in C

As simple as that. What are your perspectives on developing a path tracer in C?

People usually prefer C++ as I have observed. My perspective is that for development speed C++ is preferable. However, developing such a engine in C can be fun ,if it is not time-critical, and teaching. And I feel that the compilation times will be significantly lower and possible optimizations can be done. IDK about the potential code readability (vs. C++), could not foresee that. Anyway, what you think?

18 Comments
2025/01/26
16:54 UTC

0

Why does RT(no path tracing) look so bad sometimes?(Cyberpunk 2077)

6 Comments
2025/01/23
04:11 UTC

1

3D grid ray casting help

the display is not working right

i cant find the error

link https://github.com/apple19686/ray-casting-using-wasm

btw this can run on the web using c++ and wasm

6 Comments
2025/01/22
08:43 UTC

7

How does Path tracing differs from Distributed Ray tracing

This might be an obvious answer, but I really struggle to understand the difference between path tracing and distributed ray tracing.

I understand that "path" tracing is supposed to follow a path toward a light, but creates many secondary rays depending on the type of material "If the object is assigned a glass material, then additional refraction rays ... are generated"

And that "secondary ray bouncing happens multiple times" Then, how does this differ from the multiple rays distributed in the distributed ray tracing ?

and how does this graph from \"the rendering equation\" checks out with secondary rays ?

I read that a difference has to do with the rendering equation and the Monte Carlo integration, but that is a bit blurry for me

4 Comments
2025/01/18
15:26 UTC

2

are reflections supposed to look like that?

10 Comments
2025/01/09
09:46 UTC

6

My attempt at raytracing in java!

I first started doing raytracing in Scratch (technically Turbowarp), but it would take 3 hours to render a 4,000 by 4,000 image. I did not feel like optimizing it any more, so i tried moving to java. My code is horribly organized and is very messy, but it works. Here are some renders I made

this one was too big so I opened it and took a screenshot of it

These are the ones rendered in Scratch:

https://preview.redd.it/7w6ekzz7zkbe1.png?width=4800&format=png&auto=webp&s=af9699bf1904a355c1572a4d0b1d8a97f384e447

https://preview.redd.it/doll5ii8zkbe1.jpg?width=4800&format=pjpg&auto=webp&s=6970671109326ed8bf00fdc665bf2e1fecb504a8

https://preview.redd.it/qzncvl39zkbe1.jpg?width=4800&format=pjpg&auto=webp&s=96fbe60ed4d5c3939a6bbc07eee47815dfc1ebb5

3 Comments
2025/01/07
14:16 UTC

8

Help Needed! Working on a Raytracer in C++ - Strange Artefacts (More Info in comments)

9 Comments
2025/01/07
09:57 UTC

0

How do I export from Visual Studio setups so others can use what I did 3 years ago for easy use

How do I export all the codes I have running for easy use so others can add some better and more realistic surroundings in games. The way I add RTXGI is not easy and several people have asked over the years to release my progress but dont know how to?

Im not a programmer still I solved this over 3 years ago and have been waiting for someone with actual coding experience or Nvidia to release some sort of addon for game engines that run a version new enough to support RTX code. Anyone have a tip on this so I can share it with others?

Video Example of Doom 2016 with RTXGI Code Running onto the engine

These pics shows quite clearly the difference between MartyMcFly´s RTGI vs me running actual RTXGI code onto the game engine. Clarity and overall lighting and textures and shadows are alot more clear.

Picture showing RTGI vs my RTXGI - Doom Helmet

Picture showing Doom Guys Glove RTGI vs my RTXGI Added

1 Comment
2024/12/27
00:21 UTC

0

How do I know if this graphic card supports raytracing for gaming ? chatgpt say yes it does, but minecraft seems to refuse it...

8 Comments
2024/12/22
16:54 UTC

4

Is there any real-time photorealistic rendering workshop for short paper?

I was googling, but nothing showed up. Let me know if you know any.

3 Comments
2024/12/18
16:22 UTC

0

Cyberpunk 2077 Patch 2.2 Path Tracing AI Ultra Settings 4K 7900 XTX R9 7950X 5.5GHz Deutsch

Enjoy 🥰

1 Comment
2024/12/14
19:07 UTC

9

A Rust raytracer on curved spacetimes

0 Comments
2024/11/11
06:32 UTC

2

Raytracing Astrovisualization and Simulation

TL;DR: I want to make visualizations and simulations of complex objects (such as black holes) using raytracing or something similar, but I don't know what path I should take. I only know the very basics of C++.

I am planning on pursuing astronomy and astrophysics, and I am particularly interested in creating simulations using raytracing. Realtime raytracing is something that would be absolutely amazing, but I doubt that is realistic for things that aren't computationally simple. I have zero experience with raytracing and I only know some basic fundamentals of C++. I've used OpenGL but I don't have much experience. If possible, I would like to make these renders very physically accurate, but I also want to make the raytracer quite fast (it shouldn't take more than an hour to render a 4K image of the black hole with a volumetric accretion disk).

I'm not expecting to be able to make simulations in a month or even a year, but I want to know where I should start. One particular project I have in mind is a Kerr-Newman Black Hole. I want to first simulate a Newtonian black hole, then a Karl Schwarzschild black hole, then I want to add a flat accretion disk, then I want to calculate doppler shifting (I know that will be difficult), make the disk volumetric, and then eventually Kerr-Newman physics. Another project I have in mind would be gravity simulations based on general-relativity physics.

I just want to know how I should approach learning these things. I have heard of "raytracing in a weekend" but I only read the first few chapters and implemented my own versions (without using CMake). Also, I am very young. I'm only 14 right now and I know it is a VERY big project. I'm probably underestimating how long this would take me, but I want to learn to code because I really think that the result will be rewarding.

A couple of notes: Mathematics will probably not be a problem. I'm taking Calculus II as of now (so numerical integration isn't going to be conceptually problematic) and I plan to take physics classes sometime later. Also by only knowing the "fundementals" in reference to C++, I mean console output, basic flow (if, else, for, do, while), classes (private, public, constructors, deconstructors, functions + overloaded fncs, basics of "this" keyword, objects), logical operators, and a familiarity with but not a fluent understanding of pointers.

9 Comments
2024/11/10
22:02 UTC

0

STAR WARS Jedi Survivor [2024] EPIC Ray Tracing Quality QHD 1440p AMD RX 7900 XTX I Ryzen 9 7950X DE

Ray Tracing works fine in Star Wars : Jedi Survivor. Runs on RDNA3 + Zen4 with AMD Advancing AI technology.

0 Comments
2024/11/07
09:51 UTC

5

looking for a set of articles, perhaps from late 90s early 2000s

There was a set of ray-tracing articles from someone (perhaps a university student at the time) who later moved to China and launched their own gaming company there.

The articles mentioned creation and processing of queues of rays.

There were at least two types of queues, each holding the rays of different kinds/levels-of-processing.

The background colour of the articles was brown(ish). There was an image representing one or both of the queues as a grid/table, and there was also a description of a step showing how a ray could be promoted from one queue to the next.

This wasn't h/w-based ray-tracing, but software-only.

There was also an image of an object similar to sphereflake (though not as extensive or deeply recursive - just a large sphere surrounded by 4-5 smaller spheres).

Thank you.

0 Comments
2024/10/31
06:05 UTC

1

war thunder trying to add ray tracing lmao (its all fucked up)

1 Comment
2024/10/26
19:38 UTC

4

Help with Raytracing In One Weekend

I completed the first book (Raytracing in One Weekend), and currently implementing Raytracing The Next Week in Rust.

Some how the perlin texture is bugged and repeating texture in a weird way.

I searched for bugs in the renderer, noise texture, and Perlin.h from the book, but couldn't find the problem.

Rendered image:

https://preview.redd.it/2uwyfar6p1xd1.png?width=400&format=png&auto=webp&s=7a0c602e4106ffba506c73b1fe75cdb91d8f9860

Source code: Raytracing_In_One_Weekend

1 Comment
2024/10/26
06:33 UTC

0

Cyberpunk 2077 [2024] 1440p QHD AMD Radeon RX 7900 XTX Path Tracing Quality AI Advancing

Enjoy the rest of the day with the red car 🥰 DXR inline Ray Tracing is used here in Cyberpunk 2077 and the engine is running fine.

RDNA3 optimized Path Tracing

2 Comments
2024/10/24
07:33 UTC

49

Photon tracing looks really sick

7 Comments
2024/10/22
09:39 UTC

0

For all the hype over ray tracing, when I compare a before and after, it’s a little hard to see the difference. I mean I see it but it’s so minor. Am I missing something. I play on Gforce top package with RTX 4080 & RTX on.

11 Comments
2024/10/05
16:57 UTC

6

Glint Rendering

Does anybody have a reference to an algorithm that can efficiently render glints? Specifically lets say a point light illuminating eye glasses. I know vray can handle these cases well but I couldn’t reproduce this with PBRT for example.

2 Comments
2024/09/29
16:13 UTC

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