Demo name | Image | Documentation | Description |
---|---|---|---|
01_geom_intersection | 📄 | Intersection using hiprtGeometry. | |
02_scene_intersection | 📄 | Intersection using hiprtScene. | |
03_custom_intersection | 📄 | Using a custom intersection function. | |
04_compaction | Acceleration structure compaction. | ||
05_global_stack | Global traversal stack for good performance. | ||
06_dynamic_stack | Dynamic traversal stack for balancing performance and memory requirements. | ||
07_custom_bvh | 📄 | Loading a BVH a user provides. | |
08_ambient_occlusion | 📄 | Ambient occlusion. | |
09_motion_blur_srt | Rendering objects under motion using SRT components. | ||
10_motion_blur_matrix | Rendering objects under motion using Matrix. | ||
11_multi_custom_intersection | 📄 | Multiple primitives with custom intersection. | |
12_cutout | Alpha masking using the intersection filter. | ||
13_concurrent_scene_build | Build geometries using multiple streams concurrently. | ||
14_batch_build | Build small geometries concurrently in a single batch. | ||
15_multi_level_instancing | Multi-level instancing. | ||
16_fluid_simulation | A simple fluid simulation. | ||
18_shadow_ray | 📄 | Shows how to trace a shadow ray in an OBJ scene. | |
19_primary_ray | 📄 | Shows how to trace different types of primary rays in an OBJ scene. |