GPUOpen-LibrariesAndSDKs/RadeonRays_SDK

Radeon Rays is ray intersection acceleration library for hardware and software multiplatforms using CPU and GPU

Owned by AMD

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GPUOpen-LibrariesAndSDKs/RadeonRays_SDK has 1k+ stars and 150+ forks on GitHub, is written in C++, and was last pushed on Mar 10, 2024. Data as of . Signed-in members get hourly updates — create a free account.

Summary Information

Updated 48 minutes ago
Added to GitGenius on October 12th, 2026
Created on January 26th, 2016
Open Issues & Pull Requests: 59 (+0)
GitHub issues: Enabled
Number of forks: 196
Total Stargazers: 1,101 (+0)
Total Subscribers: 99 (+0)

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Detailed Description

RadeonRays is a ray intersection acceleration library that enables GPU and CPU-based ray tracing across multiple hardware platforms and operating systems.

The library solves the problem of writing and maintaining hardware-specific ray tracing code by providing a unified C API for scene construction and asynchronous ray intersection queries. It abstracts away platform differences, allowing developers to target both GPU and CPU implementations without rewriting core logic for each hardware configuration. The library supports multiple backends including DirectX12 and Vulkan, enabling deployment across Windows and Linux systems.

Developers should choose RadeonRays when building ray tracing applications that need to run efficiently on diverse hardware without platform-specific code paths. It suits projects requiring cross-platform compatibility where maintaining separate implementations for different GPUs or graphics frameworks would be costly. The tool is particularly valuable for applications that benefit from GPU acceleration but also need CPU fallback paths or must support systems without specific GPU capabilities.

The project maintains active development with regular updates to its codebase and documentation. The library continues to receive improvements and refinements to its core ray intersection functionality. Development activity shows ongoing attention to both the graphics API backends and the underlying acceleration structures that power the ray tracing queries.