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Raytracer for HL1 BSP Maps using Cuda

Runs in 60fps 720p on an MX250, preprocesses traingles, and uses a box intersection approach instead of slicing rays at bsp planes.

comfy comfy

src/comfy.cu contains a version of the renderer with support for accumilative results

src/comfy_watertight.cu contains a version of the rendere using a watertight algorythm for triangle intersection which doesn't require preprocessed traingles.

Required:

  • Cuda 12
  • Imgui
  • EASTL
  • Nvidia Cugar's Vector math headers

References:

  • Realtime Ray Tracing of Dynamic Scenes on an FPGA Chip - Jörg Schmittler, Sven Woop, Daniel Wagner, Wolfgang J. Paul, and Philipp Slusallek
  • Watertight Ray/Triangle Intersection - Sven Woop, Carsten Benthin, Ingo Wald
  • Understanding the Efficiency of Ray Traversal on GPUs - Timo Aila, Samuli Laine
  • Understanding the Efficiency of Ray Traversal on GPUs - Kepler and Fermi Addendum - Timo Aila, Samuli Laine, Tero Karras

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Half-life Cuda Ray tracer

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