Alternatives
Products that do what Basic GPU path tracer does
- 1PB
2021 · github.com
- 2MD
2012 · sourceforge.net
- 3AS
2020 · nosferalatu.com
- 4IW
Jun 2026 · github.com
- 5AM
2017 · github.com
- 6VA
2013 · zhehaomao.com
- 7AE
2017 · github.com
- 8AP
We ported pbrt-v4 to Julia and built it into a Makie backend. Any Makie plot can now be rendered with physically-based path tracing. Julia compiles user-defined physics directly into GPU kernels, so anyone can extend the ray tracer with new materials and media - a black hole with gravitational lensing is ~200 lines of Julia. Runs on AMD, NVIDIA, and CPU via KernelAbstractions.jl, with Metal coming soon. Demo scenes: github.com/SimonDanisch/RayDemo
Feb 2026 · makie.org
- 9CP
2020 · github.com
- 10AS
2019 · github.com
- 11PC
2015 · github.com
- 12AP
2020 · github.com
- 131T
2020 · youtube.com
- 14WA
2017 · github.com
- 15IV
This is a GPU "software" raytracer (i.e. using manual ray-scene intersections and not RTX) written using the WebGPU API that renders glTF scenes. It supports many materials, textures, material & normal mapping, and heavily relies on multiple importance sampling to speed up convergence.
2024 · github.com
- 16PT
2016 · github.com
- 17AE
2016 · github.com
- 18AR
I’ve been experimenting with Rust lately and wanted a project that would help me explore some of its lower-level and performance-oriented features. Inspired by Sebastian Lague’s videos, I decided to implement my own ray tracer from scratch. The initial goal was just to render a simple 3D scene in the browser at a reasonable frame rate. It evolved into a small renderer that can: • Run locally or on the web using wgpu and WebAssembly • Perform mesh rendering with a Bounding Volume Hierarchy (BVH) for acceleration • Simulate both direct and indirect illumination for photorealistic results • Be…
Nov 2025 · github.com
- 19RG
2019 · github.com
- 20RP
2013 · ninjasandrobots.com
- 21DG
2016 · github.com
- 22AI
2020 · algoviz.njanjo.com
- 23GPGPU PaaS▲6
2021 · calcify.io
- 24GA
Sep 2025 · github.com
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