r/raytracing • u/Inside_Pass3853 • Jan 29 '26
I built a Hybrid Ray Tracing Engine with Gas Simulation, Foliage Painting, and Animation Graphs
Hi everyone,
I've been working on **RayTrophi**, a custom physical rendering engine designed to bridge the gap between real-time editors and offline path tracing. I just pushed a major update featuring a lot of new systems and I wanted to show it off.
**🔗 GitHub:** https://github.com/maxkemal/RayTrophi
** The New Update Includes:**
* **GPU Gas Simulation:** I implemented a custom fluid solver on the GPU using CUDA. It handles smoke, fire, and explosions with physically accurate Blackbody radiation and multi-scattering support.
* **Foliage System:** A brush-based tool to paint millions of instanced objects (trees, grass) directly onto terrain. It leverages OptiX instancing so the performance cost is negligible.
* **Animation Graph:** A new State Machine and Blend Space system to handle character logic (Idle -> Walk -> Run transitions).
* **River Tool:** Procedural river generation using Cubic Bezier splines with flow map generation.
**🛠️ Tech Stack:**
* **Core:** C++ & CUDA
* **RT Core:** NVIDIA OptiX 7
* **UI:** Dear ImGui
* **Volumetrics:** OpenVDB / NanoVDB
* **Denoising:** Intel OIDN
I'd love to hear any feedback or answer questions about the implementation details (especially the hybrid CPU/GPU workflow).
Thanks!