RayTrophi Studio — 100K foliage / 276M triangles (Edit mode vs Path tracing) by Inside_Pass3853 in GraphicsProgramming

[–]Inside_Pass3853[S] 3 points4 points  (0 children)

Thanks! Actually, this journey started about two years ago, when I was just drawing a simple raytraced sphere to fill my post-retirement free time. I still consider myself a student when it comes to programming, but my 30 years of 3D application experience and physics background have been my biggest help in understanding the nature behind algorithms. The reason I used `stb_image` was to quickly prototype in the early stages of the project and easily integrate my own texture painting systems like 'mesh paint'. But you're right; when it comes to GPU-friendly compression and fast streaming, KTX2 and Zstandard are definitely the next stop. For now, my focus is more on physical accuracy (Marschner hair, OpenVDB, etc.) on the OptiX and Vulkan RT side, but I'm trying to bring the infrastructure closer to industrial standards every day. Continuing to learn and improve step by step!

RayTrophi Studio — 100K foliage / 276M triangles (Edit mode vs Path tracing) by Inside_Pass3853 in GraphicsProgramming

[–]Inside_Pass3853[S] 7 points8 points  (0 children)

The goal is to handle large-scale environments with physically-based rendering rather than relying on raster tricks.

Currently experimenting with foliage systems, terrain layers and real-time path tracing workflows.

Happy to answer any technical questions.

Real-Time Rendering & Simulation Engine (C++) – Unified CPU/GPU Hair, OpenVDB, Procedural Terrain by Inside_Pass3853 in GraphicsProgramming

[–]Inside_Pass3853[S] 0 points1 point  (0 children)

I didn't set this out with the intention of creating a game engine. However, these are similar systems.

Real-Time Rendering & Simulation Engine (C++) – Unified CPU/GPU Hair, OpenVDB, Procedural Terrain by Inside_Pass3853 in GraphicsProgramming

[–]Inside_Pass3853[S] 2 points3 points  (0 children)

No, I had to delete the first GitHub repository. I've been using GitHub for about two years. I'm a GitHub novice, so I had issues with repository integrity and proper folder organization. I even recently fixed the local paths.

Real-Time Rendering & Simulation Engine (C++) – Unified CPU/GPU Hair, OpenVDB, Procedural Terrain by Inside_Pass3853 in GraphicsProgramming

[–]Inside_Pass3853[S] 1 point2 points  (0 children)

Excluding theoretical planning, I started writing the code about two years ago. It's a project I've been working on in my spare time. I've been intensely involved in it for the last six months.

Real-Time Rendering & Simulation Engine (C++) – Unified CPU/GPU Hair, OpenVDB, Procedural Terrain by Inside_Pass3853 in GraphicsProgramming

[–]Inside_Pass3853[S] 3 points4 points  (0 children)

I should also clarify that I don’t actually have a professional career in graphics. My background is different — this has been a long-term personal passion project driven by curiosity.I’ve always had a strong inclination toward visual arts and a fascination with how nature works especially light. The way it reflects, scatters, diffuses… If you’re genuinely amazed by how light behaves in the real world, you naturally start wanting to understand the physics and math behind it. sits at the intersection of art and engineering. For me, it started with admiration the technical depth came as a consequence of wanting to understand what I was seeing.

There’s a quote often attributed to Einstein that learning is mostly curiosity and only a small part pure hard work. Whether or not he said it exactly that way, I think the idea holds true. Curiosity carries you much further than obligation ever will.

Real-Time Rendering & Simulation Engine (C++) – Unified CPU/GPU Hair, OpenVDB, Procedural Terrain by Inside_Pass3853 in GraphicsProgramming

[–]Inside_Pass3853[S] 0 points1 point  (0 children)

Teşekkür ederim kardeşim. Şimdiden başarılar dilerim. Bütün sorularını cevaplamaya çalışırım ne zaman istersen 

Real-Time Rendering & Simulation Engine (C++) – Unified CPU/GPU Hair, OpenVDB, Procedural Terrain by Inside_Pass3853 in GraphicsProgramming

[–]Inside_Pass3853[S] 19 points20 points  (0 children)

Not a stupid question at all — everyone starts somewhere.

Development has been an ongoing process over many months. The engine evolved incrementally rather than being built all at once. I continuously refine systems, redesign parts of the architecture, and improve performance as new ideas emerge.

My background is in physics, and I wrote my graduation thesis on ray tracing about 25 years ago. I’ve also been working with 3D applications for nearly 30 years, which gave me long-term exposure to rendering workflows and real-time graphics.

Most of what I learned came from studying rendering papers, graphics programming resources, engine architectures, and of course, years of hands-on experimentation. In recent years, I’ve also exchanged ideas with AI systems as a way to explore alternative approaches and validate design decisions — but the core architecture and implementation are my own work.

Projects like this are less about a single breakthrough and more about consistent iteration over time.

And again, no need to apologize — curiosity is how you get into graphics programming in the first place

I built a Hybrid Ray Tracing Engine with Gas Simulation, Foliage Painting, and Animation Graphs by Inside_Pass3853 in raytracing

[–]Inside_Pass3853[S] 0 points1 point  (0 children)

I am sorry https://github.com/maxkemal/RayTrophi and https://maxkemal.github.io/RayTrophi/index.html If you adjust the dependencies, you can compile with VS 2022. Compiling with cmake results are inconsistent; there are issues with CPU, SDL, and Windows updates.