# Sol-R **Repository Path**: Liuxinqi12/Sol-R ## Basic Information - **Project Name**: Sol-R - **Description**: Open-Source CUDA/OpenCL Speed Of Light Ray-tracer - **Primary Language**: C++ - **License**: LGPL-3.0 - **Default Branch**: master - **Homepage**: None - **GVP Project**: No ## Statistics - **Stars**: 0 - **Forks**: 0 - **Created**: 2019-05-16 - **Last Updated**: 2024-05-28 ## Categories & Tags **Categories**: Uncategorized **Tags**: None ## README [![Build Status](https://travis-ci.org/favreau/Sol-R.svg?branch=master)](https://travis-ci.org/favreau/Sol-R) ### Introduction Sol-R is a CUDA/OpenCL-based realtime ray-tracer compatible with Oculus Rift DK1, Kinect, Razor Hydra and Leap Motion devices. Sol-R was used by the Interactive Molecular Visualiser project (http://www.molecular-visualization.com) A number of videos can be found on my channel: https://www.youtube.com/user/CyrilleOnDrums Sol-R was written as a hobby project in order to understand and learn more about CUDA and OpenCL. Most of the code was written at night and during week-ends, meaning that it's probably not the best quality ever ;-) The idea was to produce a Ray-Tracer that has its own "personality". Most of the code does not rely on any litterature about ray-tracing, but more on a naive approach of what rays could be used for. The idea was not to produce a physically based ray-tracer, but a simple engine that could produce cool images interactively. Take it for what it is! Sol-R is a lot of fun to play with if you like coding computer generated images. May the fun continue with your contributions! :-) ``` usage: solrViewer ``` ### Prerequeries #### Mandatory - CMake 3.5 - Glew 2.x - Glut 3.7 - Cuda 8.0 or OpenCL 1.2 #### Optional - Kinect SDK 1.8 - Oculus Rift DK1 SDK 0.2.5 - Sixense SDK - Leap SDK 3.2.0 ### Build ``` mkdir Build cd Build cmake .. -DCMAKE_PREFIX_PATH= make install ``` Note that the installation process with deploy extra files that are needed by the Sol-R viewer. Typically, textures, environment maps and OpenCL kernels. Therefore, it is required to run the solrViewer application from the installation folder. ### Run ``` /bin/solrViewer ``` ### Selecting CUDA or OpenCL By default, the OpenCL engine is selected but this can be changed by modifying the SOLR_ENGINE option, using either ccmake or the following cmake option: ``` cmake .. -DSOLR_ENGINE:STRING=CUDA ``` Optional dependencies can be activated using the following cmake options: ``` cmake .. -DSOLR_KINECT_ENABLED=ON -DSOLR_OCULUS_ENABLED=ON -DSOLR_SIXENSE_ENABLED -DSOLR_LEAPMOTION_ENABLED=ON ``` ### Screenshots ![Sol-R_001](doc/images/Sol-R_001.png) ![Sol-R_002](doc/images/Sol-R_002.png) ![Sol-R_003](doc/images/Sol-R_003.png) ![Sol-R_004](doc/images/Sol-R_004.png) ![Sol-R_005](doc/images/Sol-R_005.png) ![Sol-R_006](doc/images/Sol-R_006.png) ![Sol-R_007](doc/images/Sol-R_007.png) ![Sol-R_008](doc/images/Sol-R_008.png) ![Sol-R_009](doc/images/Sol-R_009.png) ![Sol-R_009](doc/images/Sol-R_010.png) ### Supported platforms Sol-R has currently been tested on: - Windows 7 with Visual Studio 2015 Community edition - Mac OS X Sierra 10.12.15 - Ubuntu 16.04