How is your geometry defined? If it is an implicit function, ShaderToy.jl (built on GLVisualize) has a raymarching example. https://github.com/SimonDanisch/ShaderToy.jl/blob/master/examples/rayprimitive.frag
The method can be generalized to generating distance fields, but I haven't gotten to it yet. I'd also recommend taking a look at the link in the comments. Inigo has some great stuff on ray tracing techniques for the GPU. I've been working on a solid modeler that makes describing primitives as functions much easier. https://github.com/FactoryOS/Descartes.jl/tree/master/examples The eventual goal is to get all the geometric realization code on the GPU (SDFs and Dual Contours). On Nov 20, 2015 11:15 AM, "Tom Breloff" <t...@breloff.com> wrote: > Could you describe a little more about your use-case? I'm not sure that > ray-tracing is necessarily what you want if you're displaying point > clouds. I would check out GLVisualize.jl as a first step. > > On Fri, Nov 20, 2015 at 10:18 AM, kleinsplash <kleinhans.ash...@gmail.com> > wrote: > >> I was wondering if someone could help me out with a decision/offer an >> opinion: >> >> I need a ray tracer that deals with complex geometry (a fast ray tracer >> that can create 1000's of point clouds in minimal time) >> Python has methods: http://pyopengl.sourceforge.net/ that I could get to >> grips with. But I want to stick with Julia. >> >> I have found these resources: >> https://github.com/JuliaGL/ModernGL.jl - not sure if this has a ray >> tracing option >> http://www.cs.columbia.edu/~keenan/Projects/QuaternionJulia/ - looks >> crazy complicated >> >> https://github.com/JuliaLang/julia/blob/master/test/perf/kernel/raytracer.jl >> - looks like only handles simple geometry >> >> Could someone point me in the right direction? >> >> >> > >