u/Temporary_Accident53

▲ 31 r/vulkan+1 crossposts

Building a mobile path tracer for Android AR from scratch - no hardware RT, Mali G615 — looking for feedback

Hi,
I have been working on the mobile AR for android with vulkan compute without any hardware RT cores to support wide range of devices.

Managed to render the Stanford Dragon (1M triangles) in real AR with full resolution, no UI stalls, on a low-end Mali GPU( under 30ms of compute time on average).

Have done implemented GGX microfacet BRDF, daul camera reflection system with manual cube map building without any HDR support from ARcore.

The sdk foot print is 700KB.

Would really apperiate the feedback on the rendering quality and insight on how to improve the quality for the same.

u/Temporary_Accident53 — 9 days ago
▲ 41 r/vulkan

Path Traced AR on mobile - Vulkan Compute only no game Engine, Mali G615

Hi,
I am in the process of building AR path tracer from scratch without an game engine purely in vulkan compute.

The ARCore hardware buffer integration, camera frame as environment light, BVH acceleration, diffuse/metal/dielectric materials, cosine weighted sampling, shadow catcher on real surfaces is completed and core renderer is working.

But the FPS is not great for large objects still need to research on better SAH bvh acceleration ( in vulkan compute to support low - mid end devices ), proper denoising , proper BRDF etc.

Would love to hear your thoughs on the same especially around BVH optimization for Mali and denoising approaches that work at low sample counts

u/Temporary_Accident53 — 1 month ago