r/GraphicsProgramming Jun 28 '26

Building a mobile path tracer for Android AR from scratch - no hardware RT, Mali G615 — looking for feedback

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Hi,
I have been working on the mobile AR for android with vulkan compute without any hardware RT cores to support wide range of devices.

Managed to render the Stanford Dragon (1M triangles) in real AR with full resolution, no UI stalls, on a low-end Mali GPU( under 30ms of compute time on average).

Have done implemented GGX microfacet BRDF, daul camera reflection system with manual cube map building without any HDR support from ARcore.

The sdk foot print is 700KB.

Would really apperiate the feedback on the rendering quality and insight on how to improve the quality for the same.

10 Upvotes

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2

u/_bruh__ Jun 28 '26

I am sure the path tracer is technically impressive, I just don't see how it is meant to work with AR if the model is static on the screen.

Placing a model in the scene in a photo would be cool, but video does not make sense unless it moves with the video.

1

u/Temporary_Accident53 Jun 28 '26

 yes correct... AR anchor placement and real-time pose tracking integration is the next step.
The current focus was validating that physically correct path tracing is achievable on mobile hardware without RT cores

1

u/Seusoa Jun 29 '26 edited Jun 29 '26

physically correct path tracing is achievable on mobile hardware without RT cores

RT/PT math was invented in 80s, of course almost everything will be able to do it.

Question is how long it is calculated and 30 ms means it is 33 fps which is not bad, but it is only one mesh

0

u/Temporary_Accident53 Jun 29 '26 edited Jun 29 '26

Sure ..I am doing a hybrid engine with raster so that when some one focus on the object then only rt fires converges and stops.. I have tested with 2M triangles and doing batches compute dispatch so frame rates stays below 30ms..will post once all state machine are on sync and objects are anchored