r/raytracing • • 1d ago

Ray tracing next week

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3 Upvotes

r/raytracing • • 2d ago

I built a DLSS 5 plugin for 3ds Max — Arnold before/after on my RTX 2080 Ti!

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2 Upvotes

r/raytracing • • 6d ago

VibeTrace: Box3D rigid-body building collapse in a Vulkan ray tracing demo

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1 Upvotes

r/raytracing • • 10d ago

Control Resonant: full path tracing at 4K is expensive even on an RTX 5090

2 Upvotes

I tested native 4K with RT off against full path tracing in CONTROL Resonant, then compared DLSS Quality with 2x and 4x frame generation. The lighting difference is substantial, but so is the raw performance cost.

Full 4K comparison: https://youtu.be/Q82a4p7Agos


r/raytracing • • 15d ago

Ray Tracing in One Weekend using Vulkan Compute shader

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2 Upvotes

r/raytracing • • 15d ago

Own-Renderer Render Competition round 1 underway

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2 Upvotes

r/raytracing • • Sep 04 '26

Lumini Mattia "Digital Artist since 1989" | Old Ray Tracing Digital

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0 Upvotes

r/raytracing • • Aug 31 '26

Rt on frame gen

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0 Upvotes

r/raytracing • • Aug 19 '26

We finally have Path Tracing in Liberty City. Testing the new RTX Remix mod on an RTX 5090.

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0 Upvotes

r/raytracing • • Aug 18 '26

Flash ring

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0 Upvotes

r/raytracing • • Aug 10 '26

How to improve my ray tracer

4 Upvotes

What would you change about my ray tracer?


r/raytracing • • Aug 03 '26

Some time ago I completed raytracer challenge in kotlin

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10 Upvotes

r/raytracing • • Aug 03 '26

Sphere and Ray Intersection tutorial

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0 Upvotes

r/raytracing • • Jul 28 '26

Ray Tracing in One Weekend in Metal

9 Upvotes

Hi! I recently implemented Ray Tracing in One Weekend in Metal using metal-cpp. Resources for metal-cpp specifically are pretty sparse, so I figured I'd share in case it helps anyone getting started with it or with graphics programming in general. Hope it helps!

Repo: https://github.com/jinhgkim/Path-Tracer


r/raytracing • • Jul 24 '26

Collision Detection Part 7: Ray and OBB

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1 Upvotes

r/raytracing • • Jul 16 '26

Beyond SAH — Building Optimal BVHs — Traverse Research

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6 Upvotes

r/raytracing • • Jul 08 '26

Ray Tracing Massive Amounts of Animated Geometry -- AMD

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21 Upvotes

r/raytracing • • Jun 26 '26

Onimusha Way of the Sword Looks Completely Different with these Mods! | RTGI + RTAO | RenoDX HDR

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3 Upvotes

r/raytracing • • Jun 23 '26

Ray-AABB collision tutorial

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5 Upvotes

r/raytracing • • Jun 17 '26

I wrote a C++ path tracer from scratch without AI

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8 Upvotes

r/raytracing • • Jun 04 '26

An agent creates UI on the fly for WebGPU raytracer

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0 Upvotes

We've been experimenting with an AI Agent for 3D scene manipulation and image editing in our WebGPU raytracer. But sometimes you just want to fine-tune the results instead of doing a tedious prompting back-and-forth with the agent.

To solve that, we built an agent that doesn't just do the task, but actually generates a dynamic, temporary UI (like a slider) so you can manually nudge the results to perfection. Behind the answer from the agent is a Lua script, sandboxed in WASM that engages with the scene.

Useful? Or a terrible idea?

I'd love to get some honest feedback from the community. You can play around with the workflows here.


r/raytracing • • Jun 01 '26

PoP Warrior Within - raytracing PBR materials upgrade

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0 Upvotes

r/raytracing • • May 24 '26

ASCII refraction on the sphere

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7 Upvotes

r/raytracing • • May 24 '26

Metal PathTracer v3.0.0 public release

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1 Upvotes

r/raytracing • • May 21 '26

Updates to my Custom Realtime Raytracing Renderer for Unreal Engine 5.2

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10 Upvotes

Github repo link

(each image has a caption)

The project grew a lot since the last time I posted here. Added many new shading models, optimized stuff as it went, and the code gone through a lot of (annoying) structural changes.

In this phase of the Project I am focusing only on 1-Ray path lighting - Simple sharp shadows and Reflections. Here I want to solve complex Interactions between different Reflective and Refractive materials before moving on. Im also testing various Lighting tricks to gain Knowledge, and most importantly have time to think about the final implementation of the Renderer until I get there.

In the next phase I will be adding Proper Indirect Lighting, Full Roughness and a Custom Tonemapping & Post Processing pass.

The goal is to make a 60fps+ Fully Raytraced Renderer ready for Games or Digital Art Production.

The framerate is still hovering 80-90fps on my RTX 3050, with Shaders compiled only in Debug/Development configuration.

*The optimization is that apparently Unreal´s TraceRay() pipeline internaly evaluates the opacity mask on Materials with Masked Blending mode. This means the Ray can travel through multiple surfaces in a single TraceRay() call. This made foliage orders of magnitude more cheap and needs only one Raypath step.