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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