| 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. |
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