POV-Ray : Newsgroups : povray.pov4.discussion.general : NVIDIA vulkan and POV-Ray : Re: NVIDIA vulkan and POV-Ray Server Time
15 Jun 2026 10:30:45 EDT (-0400)
  Re: NVIDIA vulkan and POV-Ray  
From: ingo
Date: 11 Jun 2026 11:37:08
Message: <6a2ad624$1@news.povray.org>
Do you mean as in ray marching, sphere tracing using the SDF of the 
shape? Or classic ray tracing?

I made a little ray-tracer that does the classic way as well as the 
sphere marching on cpu using the same scene file but different back end. 
There are noticeable differences in quality. (diff and compare done with 
imagemagick)

I've yet to use the GPU/vulkan as a back end for both. The goal is to 
have different back-ends as a "plug in".

Like your rewrite project.

ingo

On 2026-06-09 19:32, OscarChavarro wrote:
> The scene primitives themselves do not necessarily need to be
> converted into polygons; their ray-intersection routines can be implemented
> directly on the GPU and executed by the shader/CUDA cores. Vulkan API 1.4
> extensions are capable of supporting this kind of architecture.


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Attachments:
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Preview of image 'compare_mask.png'
compare_mask.png

Preview of image 'diff.png'
diff.png

Preview of image 'marchsphere.png'
marchsphere.png

Preview of image 'tracesphere.png'
tracesphere.png


 

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