NanoRT
is simple single header only ray tracing kernel.
NanoRT
BVH traversal is based on mallie renderer: https://github.com/lighttransport/mallie
- Portable C++
- Only use C++-03 features.
- Some example applications use C++-11 though.
- BVH spatial data structure for efficient ray intersection finding.
- Should be able to handle ~10M triangles scene efficiently with moderate memory consumption
- Custom geometry & intersection
- Built-in triangle mesh gemetry & intersector is provided.
- Cross platform
- MacOSX, Linux, Windows, iOS, Android, ARM, x86, SPARC, (maybe)MIPS, etc.
- For example, NanoRT works finely on Raspberry Pi 2(arm 32bit) and Raspberrry Pi 3!(AARCH64 kernel)
- GPU effient data structure
- Built BVH tree from
NanoRT
is a linear array and does not have pointers, thus it is suited for GPU raytracing(GPU ray traversal).
- Built BVH tree from
- OpenMP multithreaded BVH build.
- Robust intersection calculation.
- Robust BVH Ray Traversal(using up to 4 ulp version): http://jcgt.org/published/0002/02/02/
- Watertight Ray/Triangle Intesection: http://jcgt.org/published/0002/01/05/
- Test renderer for your light trasport algorithm development.
- Test renderer for your shader language development.
- Collision detection(ray casting).
- BVH builder for GPU/Accelerator ray traversal.
- Add 2D/3D rendering feature for non-GPU system.
- ImGui backend? https://github.com/syoyo/imgui/tree/nanort
- Nano SVG backend? https://github.com/syoyo/nanovg-nanort
- lightmetrica https://github.com/hi2p-perim/lightmetrica-v2
nanort::Ray
represents ray. The origin org
, the direction dir
(not necessarily normalized), the minimum hit distance minT
(usually 0.0) and the maximum hit distance maxT
(usually too far, e.g. 1.0e+30) must be filled before shooting ray.
nanort::BVHAccel
builds BVH data structure from geometry, and provides the function to find intersection point for a given ray.
nanort::BVHBuildOptions
specifies parameters for BVH build. Usually default parameters should work well.
nanort::BVHTraceOptions
specifies ray traverse/intersection options.
typedef struct {
float org[3]; // [in] must set
float dir[3]; // [in] must set
float min_t; // [in] must set
float max_t; // [in] must set
float inv_dir[3];// filled internally
int dir_sign[3]; // filled internally
} Ray;
class BVHTraceOptions {
// Trace rays only in face ids range. faceIdsRange[0] < faceIdsRange[1]
// default: 0 to 0x3FFFFFFF(2G faces)
unsigned int prim_ids_range[2];
bool cull_back_face; // default: false
};
nanort::BVHBuildOptions options; // BVH build option
const float *vertices = ...;
const unsigned int *faces = ...;
nanort::TriangleMesh triangle_mesh(vertices, faces);
nanort::TriangleSAHPred triangle_pred(vertices, faces);
nanort::BVHAccel<nanort::TriangleMesh, nanort::TriangleSAHPred, nanort::TriangleIntersector<> > accel;
ret = accel.Build(mesh.num_faces, build_options, triangle_mesh, triangle_pred);
nanort::TriangleIntersector<> triangle_intersecter(vertices, faces);
ray.min_t = 0.0f;
ray.max_t = 1.0e+30f;
nanort::Ray ray;
// fill ray org and ray dir.
// Returns nearest hit point(if exists)
BVHTraceOptions trace_options;
bool hit = accel.Traverse(ray, trace_options, triangle_intersecter);
Application must prepare geometric information and store it in linear array.
For a builtin Triangle intersector,
vertices
: The array of triangle vertices(xyz * numVertices)faces
: The array of triangle face indices(3 * numFaces)
are required attributes.
// NanoRT defines template based class, so no NANORT_IMPLEMENTATION anymore.
#include "nanort.h"
Mesh mesh;
// load mesh data...
nanort::BVHBuildOptions options; // Use default option
nanort::TriangleMesh triangle_mesh(mesh.vertices, mesh.faces);
nanort::TriangleSAHPred triangle_pred(mesh.vertices, mesh.faces);
nanort::BVHAccel<nanort::TriangleMesh, nanort::TriangleSAHPred> accel;
ret = accel.Build(mesh.vertices, mesh.faces, mesh.num_faces, options);
assert(ret);
nanort::BVHBuildStatistics stats = accel.GetStatistics();
printf(" BVH statistics:\n");
printf(" # of leaf nodes: %d\n", stats.numLeafNodes);
printf(" # of branch nodes: %d\n", stats.numBranchNodes);
printf(" Max tree depth : %d\n", stats.maxTreeDepth);
std::vector<float> rgb(width * height * 3, 0.0f);
const float tFar = 1.0e+30f;
// Shoot rays.
#ifdef _OPENMP
#pragma omp parallel for
#endif
for (int y = 0; y < height; y++) {
for (int x = 0; x < width; x++) {
BVHTraceOptions trace_options;
// Simple camera. change eye pos and direction fit to .obj model.
nanort::Ray ray;
ray.min_t = 0.0f;
ray.max_t = tFar;
ray.org[0] = 0.0f;
ray.org[1] = 5.0f;
ray.org[2] = 20.0f;
float3 dir;
dir[0] = (x / (float)width) - 0.5f;
dir[1] = (y / (float)height) - 0.5f;
dir[2] = -1.0f;
dir.normalize();
ray.dir[0] = dir[0];
ray.dir[1] = dir[1];
ray.dir[2] = dir[2];
nanort::TriangleIntersector<> triangle_intersecter(mesh.vertices, mesh.faces);
bool hit = accel.Traverse(ray, trace_options, triangle_intersector);
if (hit) {
// Write your shader here.
float3 normal;
unsigned int fid = triangle_intersector.intersect.prim_id;
normal[0] = mesh.facevarying_normals[3*3*fid+0]; // @todo { interpolate normal }
normal[1] = mesh.facevarying_normals[3*3*fid+1];
normal[2] = mesh.facevarying_normals[3*3*fid+2];
// Flip Y
rgb[3 * ((height - y - 1) * width + x) + 0] = fabsf(normal[0]);
rgb[3 * ((height - y - 1) * width + x) + 1] = fabsf(normal[1]);
rgb[3 * ((height - y - 1) * width + x) + 2] = fabsf(normal[2]);
}
}
}
See examples
directory for example renderer using NanoRT
.
- examples/vrcamera Stereo VR Camera
- examples/objrender Render wavefront .obj model using NanoRT.
- examples/par_msquare Render heightfield by converting it to meshes using par_msquare(marching squares)
Here is an example of custom geometry.
- Spheres(particles)
examples/particle_primitive/
- Cubic Bezier Curves
- Approximate as lines
examples/curves_primitive/
- Recursive ray-Bezier intersection.
- Approximate as lines
- Cylinders
examples/cylinder_primitive/
And plesae see API at wiki: https://github.com/lighttransport/nanort/wiki/API
nanort.h
is licensed under MIT license.
NanoRT
uses stack_container.h
which is licensed under:
// Copyright (c) 2006-2008 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
NanoRT
examples use some external third party libraries. Licenses for such third party libraries obey their own license.
PR are always welcome!
- Optimize ray tracing kernel
- Efficient Ray Tracing Kernels for Modern CPU Architectures http://jcgt.org/published/0004/04/05/
- Scene graph support.
- Instancing support.
- Optimize Multi-hit ray traversal for BVH.
- Ray traversal option.
- FaceID range.
- Double sided on/off.
- Ray offset.
- Avoid self-intersection.
- Custom intersection filter.
- Fast BVH build
- Bonsai: Rapid Bounding Volume Hierarchy Generation using Mini Trees http://jcgt.org/published/0004/03/02/
- Motion blur
- Accurate ray curve intersection
- Example path tracing renderer.
- Example bi-directional path tracing renderer.