Raytracer with both C++ and CUDA back ends
C++ raytracer that supports custom models. Supports running the calculations on the CPU using C++11 threads or in the GPU via CUDA. - maxilevi/raytracer
Raytracer with both C++ and CUDA back ends launched on June 18, 2021 with 5 votes, #1,710 of 3,650 launches that month and more than 50% of that year's launches. The site was still online in September 2026, 5 years on.
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Physically-Based GPU Pathtracer with Mitsuba XML Support2021 · github.com · ▲63GPU Raytracer from scratch in C++/CUDA. Contribute to jan-van-bergen/GPU-Raytracer development by creating an account on GitHub.
I wrote a C++ ray tracer from scratch without AIJun 2026 · github.com · ▲155C++ Path Tracer from scratch with zero third-party libraries. - themartiano/luz
CUDA Pathtracer with Lots of Features2020 · github.com · ▲10GPU Raytracer from scratch in C++/CUDA. Contribute to jan-van-bergen/GPU-Raytracer development by creating an account on GitHub.
A physically-based GPU ray tracer written in JuliaFeb 2026 · makie.org · ▲198We 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
HipScript – Run CUDA in the browser with WebAssembly and WebGPU2025 · hipscript.lights0123.com · ▲309CUDA is NVIDIA's language for GPU programming, allowing you to mix write CPU and GPU code in C++ in one file. By chaining a few projects that compile CUDA to OpenCL, then Vulkan, then WebGPU, you can experiment with this GPGPU language on any hardware.
I've made a Monte-Carlo raytracer for glTF scenes in WebGPU2024 · github.com · ▲131This 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.
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