optix_advanced_samples | advanced samples for the NVIDIA OptiX Ray Tracing Engine | GPU library
kandi X-RAY | optix_advanced_samples Summary
kandi X-RAY | optix_advanced_samples Summary
![Glass] ./src/optixGlass/thumb.png) ![Ocean] ./src/optixOcean/thumb.png) ![ProgressivePhotonMap] ./src/optixProgressivePhotonMap/thumb.png) ![Vox] ./src/optixVox/thumb.png) ![ParticleVolumes] ./src/optixParticleVolumes/thumb.png). This is a set of advanced samples for the [NVIDIA OptiX Ray Tracing Engine] They assume some previous experience with OptiX and physically based rendering, unlike the basic tutorial-style samples in the SDK directory of the OptiX 4.0 distribution. They also use some different libraries than the SDK samples; GLFW and imgui in place of GLUT, for example. This means you cannot generally copy one of the advanced samples directly into the SDK, and vice versa. Some samples, like [optixVox] ./src/optixVox) and [optixParticleVolumes] ./src/optixParticleVolumes), are new. Others used to ship in some form with OptiX prior to version 4. Please navigate into the optixIntroduction sub-folder for specific documentation of the new tutorial examples contained inside that. For requirements and build instructions see [INSTALL-LINUX.txt] ./INSTALL-LINUX.txt) or [INSTALL-WIN.txt] ./INSTALL-WIN.txt). Technical support is available on [NVIDIA’s Developer Zone] or you can create a git issue.
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QUESTION
I am writing a renderer on CPU and GPU (using Cuda) using C++. I do not use DirectX, Vulkan or OpenGL, I am writing the whole rendering pipeline myself as an exercise. For the moment, the result of the rendering is saved as a PNG file.
However, I would like to display the result of the rendering in real time in a window but I do not know how to do it. For example, in the Nvidia OptiX examples (https://github.com/nvpro-samples/optix_advanced_samples), they create a window using glfw3 and then they create an OpenGL context and they display the result of the OptiX rendering on a simple texture inside the OpenGL context. I would like to do the same, but I do not want to create an OpenGL context because I want to have a portable solution (Windows and Linux) which do not use any graphical API. I do not want to rely on OpenGL, especially if it is only for the display.
Is there a portable C++ library for managing a window and displaying in real time a texture without using any major graphical API (DirectX, Vulkan, OpenGL) ?
Edit: Thank you for your answers. I was probably not so clear in my initial question. I want to use a GUI but I do not want to use a hardware accelerated API such as OpenGL. Because 60 times per second I refresh a buffer in memory which contains the rendering of my scene (an array of 8 bits unsigned int, with a simple RGB representation, 3 values per pixel), and I just want to display this buffer inside a window 60 times per second.
...ANSWER
Answered 2018-Nov-08 at 06:24There are standalone libraries like Window-API that will provide cross-platform window management (Linux + Windows, in that case).
There are frameworks like Qt and wxWidgets that do that and much more, like providing you a kitchen sink, refrigerator, backyard rocket launching pad, etc.
You're still going to need to talk to a "graphical" API or framework of some sort (hence GUI, graphical user interface) but you can certainly display images, animations, videos, etc, outside of hardware-accelerated 3D graphical rendering contexts like OpenGL, Vulkan, or DirectX.
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