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

Overview

RadeonRays 4.1

Summary

RadeonRays is a ray intersection acceleration library. AMD developed RadeonRays to help developers make the most of GPU and to eliminate the need to maintain hardware-dependent code.

The library offers a well-defined C API for scene building and performing asynchronous ray intersection queries.

RadeonRays is not limited to AMD hardware, a specific operating system or graphics framework. The library helps assure compatibility and best performance across a wide range of hardware platforms.

Backends

The library supports the following graphics and GPGPU frameworks as its backends:

  • DirectX12
  • Vulkan

System Requirements

RadeonRays requires a PC with the following software and hardware:

  • DirectX12: a 64-bit version of Windows® 10, and a GPU and drivers that supports DirectX12 features
  • Vulkan: a 64-bit version of Windows® 10 or Linux, and a GPU and drivers that support Vulkan version 1.2
  • Installed spdlog library

Documentation

Documentation page

Comments
  • Ubuntu 15.10 Compilation Fails

    Ubuntu 15.10 Compilation Fails

    Hello there,

    I wanted to compile the SDK and followed the README.

    During this I encountered this Error

    Linking RadeonRays
    /usr/bin/ld: ../Bin/Release/x64/libCalc64.a(calc.o): relocation R_X86_64_32 against `.bss' can not     be used when making a shared object; recompile with -fPIC
    ../Bin/Release/x64/libCalc64.a: error adding symbols: Bad value
    collect2: error: ld returned 1 exit status
    Makefile:165: recipe for target '../Bin/Release/x64/libRadeonRays64.so' failed
    make[1]: *** [../Bin/Release/x64/libRadeonRays64.so] Error 1
    Makefile:54: recipe for target 'RadeonRays' failed
    make: *** [RadeonRays] Error 2
    

    I used ./Tools/premake/linux64/premake5 gmake to create the makefile

    >> OpenCL backend enabled
    Building configurations...
    Running action 'gmake'...
    Generated Makefile...
    Generated RadeonRays/Makefile...
    Generated Calc/Makefile...
    Generated CLW/Makefile...
    Generated App/Makefile...
    Generated Gtest/Makefile...
    Generated UnitTest/Makefile...
    Done (162ms).
    

    and maked with make config=release_x64 which then resulted in the error above.

    My libraries/compiler are as following:

    g++:
      Installed: 4:5.2.1-3ubuntu1
    libopenimageio-dev:
      Installed: 1.6.10-0thomas~wily1
    libglew-dev:
      Installed: 1.10.0-3
    libglew-dev:
      Installed: 1.10.0-3
    nvidia-opencl-dev:
      Installed: 6.5.14-2
    

    Is this a known error and is there a workaround ?

    opened by xoryouyou 14
  • "clCreateCommandQueue failed" error on OS X 10.11.5

    When I try to run the "App" target of the Xcode project, I get an exception thrown on CLWCommandQueue.cpp:37, and the message "clCreateCommandQueue failed" prints before exiting.

    The status returned by clCreateCommandQueue is -33, CL_INVALID_DEVICE.

    Here is the results of printing platform in ConfigManager::CreateConfigs:

    (lldb) print platforms
    (std::__1::vector<CLWPlatform, std::__1::allocator<CLWPlatform> >) $2 = size=1 {
      [0] = {
        ReferenceCounter<_cl_platform_id *, int (*)(_cl_platform_id *), int (*)(_cl_platform_id *)> = (object_ = 0x000000007fff0000)
        name_ = "Apple"
        profile_ = "FULL_PROFILE"
        version_ = "OpenCL 1.2 (Apr 26 2016 00:05:53)"
        vendor_ = "Apple"
        extensions_ = ""
        devices_ = size=2 {
          [0] = {
            ReferenceCounter<_cl_device_id *, cl_int (*)(_cl_device_id *), cl_int (*)(_cl_device_id *)> = (object_ = 0x0000000001024400)
            name_ = "HD Graphics 4000"
            vendor_ = "Intel"
            version_ = "OpenCL 1.2 "
            profile_ = "FULL_PROFILE"
            extensions_ = "cl_APPLE_SetMemObjectDestructor cl_APPLE_ContextLoggingFunctions cl_APPLE_clut cl_APPLE_query_kernel_names cl_APPLE_gl_sharing cl_khr_gl_event cl_khr_global_int32_base_atomics cl_khr_global_int32_extended_atomics cl_khr_local_int32_base_atomics cl_khr_local_int32_extended_atomics cl_khr_byte_addressable_store cl_khr_image2d_from_buffer cl_khr_gl_depth_images cl_khr_depth_images cl_khr_3d_image_writes "
            type_ = 4
            localMemSize_ = 65536
            globalMemSize_ = 1610612736
            maxAllocSize_ = 402653184
            localMemType_ = 1
            maxWorkGroupSize_ = 512
            minAlignSize_ = 128
          }
          [1] = {
            ReferenceCounter<_cl_device_id *, cl_int (*)(_cl_device_id *), cl_int (*)(_cl_device_id *)> = (object_ = 0x0000000001022700)
            name_ = "GeForce GT 650M"
            vendor_ = "NVIDIA"
            version_ = "OpenCL 1.2 "
            profile_ = "FULL_PROFILE"
            extensions_ = "cl_APPLE_SetMemObjectDestructor cl_APPLE_ContextLoggingFunctions cl_APPLE_clut cl_APPLE_query_kernel_names cl_APPLE_gl_sharing cl_khr_gl_event cl_khr_byte_addressable_store cl_khr_global_int32_base_atomics cl_khr_global_int32_extended_atomics cl_khr_local_int32_base_atomics cl_khr_local_int32_extended_atomics cl_APPLE_fp64_basic_ops cl_khr_fp64 cl_khr_3d_image_writes cl_khr_depth_images cl_khr_gl_depth_images cl_khr_gl_msaa_sharing cl_khr_image2d_from_buffer cl_APPLE_ycbcr_422 cl_APPLE_rgb_422 "
            type_ = 4
            localMemSize_ = 49152
            globalMemSize_ = 1073741824
            maxAllocSize_ = 268435456
            localMemType_ = 1
            maxWorkGroupSize_ = 1024
            minAlignSize_ = 128
          }
        }
        type_ = 4
      }
    }
    

    Only device 0, "Intel HD Graphics 4000" is failing to create a command queue. If I adjust ConfigManager::CreateConfigs to start with device 1, the nvidia card, the command queue creation succeeds.

    Maybe the CLWContext::Create calls in ConfigManager::CreateConfigs should be done in a try {} catch {} block so if an exception happens, the loop over devices just continues to try the next device?

    opened by ericwa 13
  • Transparent Material

    Transparent Material

    I'm going to express simple transparent material using 'kIdealRefract'. Tinyobj material's dissolve means alpha value. Can I control alpha value using dissolve parameter?

    opened by generalistr6 9
  • Build on Ubuntu

    Build on Ubuntu

    Hi I have managed to build and run the older code from the AMD website in Unbuntu 14.04.3 LTS by making my own App/Makefile some months ago. The app worked/works with cough NV???? HW and drivers obtained via apt-get. There is some glitchyness at startup but the window updates fine following mouse events. Impressive!

    I noticed recent commits on github "official version" so I cloned the repo and had some issues: git clone https://github.com/GPUOpen-LibrariesAndSDKs/FireRays_SDK.git cd FireRays_SDK // Not premake 4 as stated in the instructions // Not executable.. chmod +x ./premake/linux64/premake5 ./premake/linux64/premake5 gmake // make does not work as instructed with "config=release64" so I did this instead make // Compilation seems ok but I am having link issues. I am showing the second make attempt which does the link step only: robert@claire2:~/Dropbox/FireRays_SDK$ make ==== Building CLW (debug_x64) ==== ==== Building App (debug_x64) ==== Linking App /usr/bin/ld: cannot find -lFireRays64

    The library name "FireRays/lib/x64/FireRays64.lib " does not observe the conventional Unices naming conventions i.e. libXXX.a/so. I am not familiar with premake and friends but I don't expect App/Makefile: "LIBS += ../Bin/Debug/x64/libCLW64D.a -lFireRays64 -lOpenImageIO -lglut -lGLEW -lGL" with -lFireRays64 seen above to work with your naming convention. So I have hacked the lines (debug and release) in App/Makefile to LIBS += ../Bin/Release/x64/libCLW64.a ../FireRays/lib/x64/FireRays64.lib -lOpenCL -lOpenImageIO -lglut -lGLEW -lGL which got rid of most but not all link problems.

    make ==== Building CLW (debug_x64) ==== ==== Building App (debug_x64) ==== Linking App obj/x64/Debug/frrenderer.o: In function FrRenderer::FrRenderer(CLWContext, int)': /home/robert/Dropbox/FireRays_SDK/App/frrenderer.cpp:124: undefined reference toFireRays::IntersectionApiCL::CreateFromOpenClContext(int, cl_context, cl_device_id_, cl_command_queue_, int)' obj/x64/Debug/frrenderer.o: In function FrRenderer::~FrRenderer()': /home/robert/Dropbox/FireRays_SDK/App/frrenderer.cpp:158: undefined reference toFireRays::IntersectionApi::Delete(FireRays::IntersectionApi_)' collect2: error: ld returned 1 exit status make[1]: *** [../Bin/Debug/x64/App64D] Error 1 make: *** [App] Error 2

    opened by normandrobert 9
  • Will the FireRays SDK source code be available?

    Will the FireRays SDK source code be available?

    Is it correct to expect that the source code for the FireRays SDK will be released? Or will this simply be a mirror repository for the library binaries and sample app already available at the AMD website?

    opened by p32blo 8
  • Bump Texture Implement

    Bump Texture Implement

    There is normal texture is used in App project, but it is expressed as specular texture of a material. Do you have plan to support bump texture which can replace geometric normal?

    opened by generalistr6 7
  • Linker error LNK1104 for  when compiling app target in VS2015

    Linker error LNK1104 for when compiling app target in VS2015

    I'm having trouble setting up the SDK on my windows machine; trying to compile the App target in VS2015 renders the following error:

    Error : LNK1104 cannot open file 'OpenImageIOD.lib' App C:\Users\cons-elo\Source\Repos\RadeonRays_SDK\App\LINK

    I'm also having trouble with tests - most of them fail with the error "unknown file: error: C++ exception with description "Cannot read the contents of a file" thrown in SetUp()."

    Cheers, Erik

    opened by Erikmolin 7
  • Segmentation fault on clCreateContext()

    Segmentation fault on clCreateContext()

    master at ca660eb0bc21d2ae48a4745053ed499c435a1b87 Core dump c.zip

    (gdb) run
    ....
    Thread 1 "App64D" received signal SIGSEGV, Segmentation fault.
    0x0000000000000000 in ?? ()
    (gdb) bt
    #0  0x0000000000000000 in ?? ()
    #1  0x00007fffd1ccd09f in ?? () from /usr/lib/libamdocl64.so
    #2  0x00007fffd1bc3944 in ?? () from /usr/lib/libamdocl64.so
    #3  0x00007fffd1bc3a59 in ?? () from /usr/lib/libamdocl64.so
    #4  0x00007fffd1bcf38b in ?? () from /usr/lib/libamdocl64.so
    #5  0x00007fffd1b9484e in clCreateContext () from /usr/lib/libamdocl64.so
    #6  0x000000000043b0f8 in CLWContext::Create (devices=std::vector of length 1, capacity 1 = {...}, props=props@entry=0x7fffffffd5b0) at CLWContext.cpp:40
    #7  0x000000000043b281 in CLWContext::Create (device=..., props=props@entry=0x7fffffffd5b0) at CLWContext.cpp:193
    #8  0x000000000042394e in ConfigManager::CreateConfigs (mode=ConfigManager::kUseSingleGpu, interop=true, configs=std::vector of length 0, capacity 0, 
        initial_num_bounces=5) at config_manager.cpp:109
    #9  0x0000000000427d39 in InitCl () at main.cpp:267
    #10 0x0000000000406b5e in main (argc=1, argv=0x7fffffffd958) at main.cpp:808
    (gdb) quit
    A debugging session is active.
        Inferior 1 [process 17295] will be killed.
    Quit anyway? (y or n) y
    

    clinfo output: clinfo.txt

    opened by inferrna 7
  • Documentation on the shading techniques and materials?

    Documentation on the shading techniques and materials?

    Hi, I am not sure if this belongs here, but I don't know where else i could post it. I have been trying to understand the kinds of materials in the App. So far I believe that:

    • kLambert is diffuse
    • kIdealReflect is 0 roughness reflective
    • kMicrofacetXyz are reflective with some roughness controlled by ns
    • kIdealRefract is 0 roughness transparent
    • kFresnelBlend and kMix are used to mix 2 of the above
    • Is there any way to get refraction with some roughness?
    • I had no luck combining Lambert, Microfacet and IdealRefract. Is it possible?
    • In a scene that I tried to render, light directly from emissive material doesn't pass through a window. It does only after it bounces off other objects (light from hdr enviroment does too). Why is that? (For windows I use FresnelBlend of IdealRefract and MicrofacetGGX and for opaque objects FresnelBlend of Lambert and MicrofacetGGX. Even if camera sees the emissive material through the window, it is black..)

    PS: Just noticed that a "glass mask" is being set during Preprocess. What is the purpose? (Setting it for my transparent material did not help with the emissive light)

    Thanks

    opened by DuracellTurtle 7
  • Material support

    Material support

    I'm trying to render high quality ray-traced image using Radeon Rays SDK.

    First of all, I need to render various material. Radeon Rays SDK's library has no material stuff. But I found some materials at the App.proj. These materials are implemented hard coded and difficult to control it. Do you have any plan to various material functions?

    opened by generalistr6 6
  • Crash when rendering OBJ with

    Crash when rendering OBJ with "Odd-size" texture image on GPU

    Hi, I found a crash when rendering OBJ file with "odd-size" texture image on GPU.

    I attached my simple zipped file. (obj + mtl + jpg) rect.zip If I change the (attached) image's from odd-size (e.g. 313 x 161) to even-size (314 x 162), it works well. But, with odd-size, it crashes at the beginning of program. (The crash occurs only on GPU (Mode::kUseSingleGpu). CPU is fine)

    FYI, this bug has occurred recently. If i use old versions (before October, 2016), I have never experienced this bug.

    Test Environment (GPU) : NVIDIA GrForce GTX 750 Ti

    opened by Inyong 5
  • multiplatform

    multiplatform

    The library supports the following graphics and GPGPU frameworks as its backends: 1)DirectX12 2)Vulkan.

    Vulkan is a cross-platform industry standard, but DirectX12 isn't. Does it mean that RadeonRays can execute based either DirectX12 or Vulkan? In Windows, RadeonRays can also do without DirectX12. In Linux, it can only base on Vulkan.

    opened by generalgaowei 0
  • compute shader is broken on latest windows build?

    compute shader is broken on latest windows build?

    trying to run 4.0 and 4.1 on windows, vs 2019 and getting compute shader build issues for dx and vk. can someone verify? will it run only on specific windows target runtimes?

    scene.obj is missing from repo?

    opened by gamerx1221 2
  • Temporary upload buffers are bound as UAVs in DX12 scene build dispatches

    Temporary upload buffers are bound as UAVs in DX12 scene build dispatches

    The temporary buffers holding InstanceDescriptions are allocated off of the upload heap, and then bound as UAVs in the scene BVH build dispatches. This is illegal and is reported as such by GPU-based validation.

    If these resources receive D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, the error is caught immediately by the debug layer, so that's not the fix. The correct fix is to allocate another non-upload buffer and copy the data to it from the upload buffer.

    Repro steps:

    1. Take a PIX for Windows capture of the basic test.
    2. Open the capture, go to the "Warnings" pane.
    3. Click "run GPU-based validation". When the prompt comes up asking for running the analysis, click "Yes".
    opened by NoahMercury 1
  • 16-bit indices are exposed in the API but left unimplemented, causing TDRs on client software

    16-bit indices are exposed in the API but left unimplemented, causing TDRs on client software

    TriangleMeshBuildInfo::index_type exists, but is ignored throughout the code base, and 32-bit indices are assumed instead. 16-bit indices are thus misinterpreted, causing out-of-bounds reads and TDR-ing unsuspecting client software.

    opened by NoahMercury 0
Releases(4.1)
  • 4.1(May 11, 2021)

  • 2.0.1(Jan 30, 2017)

    The demo shows material usage in new Baikal frameworks along with the abilities to load materials from XML format and override materials from existing .mtl files. The demo adds interactive DOF controls:

    • W and S: control lens focal length
    • Q: toggle depth of field effect
    • A and D: control lens F-stop
    • X and Y: control lens focus distance

    To run the demo unzip the contents into Resources directory (so that all resource files are in Resources/orb), go into Resources/orb and run run_orb.bat

    materials Source code(tar.gz)
    Source code(zip)
    orb.7z(29.55 MB)
  • 2.0.0(Aug 19, 2016)

    The package contains BMW blender benchmark exported to .obj format. To run it with Baikal rendrerer follow the steps:

    1. Checkout latest SDK
    2. Extract the contents of bmw27.7z package into Resources folder
    3. Run run_bmw.bat from Resources folder.

    image

    Source code(tar.gz)
    Source code(zip)
    bmw27.7z(8.74 MB)
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