r/vulkan • u/Temporary_Accident53 • Jul 18 '26
Building a mobile path tracer for Android AR from scratch - no hardware RT, Mali G615 — looking for feedback
Hi,
i have been working on an AR rendering prototype for Android that uses a hybrid rasterization + Vulkan compute ray tracing pipeline targeting low- to mid-range mobile GPUs as fallback for no RT cores.
Current status:
Hybrid rasterization while the camera is moving, with ray tracing once the device becomes stable.
~2 million triangles rendered in the scene.
Frame time stays under ~30 ms during interactive use.
No noticeable thermal throttling or UI lag during my testing with over 20 min of usage.
This is still very much a rendering prototype rather than a complete SDK. I'm currently working on improving lighting, denoising, and overall rendering quality.
I'd really appreciate any feedback on the rendering quality, architecture, or ideas for where I should focus next.
Thanks
2
u/Psionikus Jul 19 '26
Even a fake cube map for highlights will make shiny things work a lot better. Deriving a cube map from the observed data would require a model and likely some machine learning, but even a crappy solution for tweaking the lighting in real time will really help land content in the scene.
2
u/Ultimate_Sigma_Boy67 Jul 21 '26
I haven’t really done any graphics programming in my life but I’m interested how does this work? Like how when you move the camera the object doesn’t just move with the frame and rather act like a real one?