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neraulGraphics

A raytracing rendering engine for games and simulation, usable as a library from Python or C++. It runs on an NVIDIA GPU through CUDA when there is one, and on the CPU everywhere else. Actively developed.

Screenshot

Hand it a scene and a camera, get an image back. Every pixel is traced with real rays, so mirrors, shadows and reflections work without tricks, and the picture sharpens the longer the camera holds still.

Features

  • Runs anywhere. An NVIDIA GPU is used automatically when present; otherwise every CPU core is. Same picture either way, on Linux, macOS and Windows.
  • Library first. pip install and import neraulgraphics, or find_package(neraulgraphics) in C++. No window or engine to adopt.
  • Meshes and instancing. Share triangle meshes between any number of instances. Moving an instance only updates a small BVH, so thousands of moving bodies stay cheap.
  • Dynamic scenes. set_instance_transforms() takes a pose per instance each frame, with poses as position plus (x, y, z, w) quaternion, the convention Warp, MuJoCo and Newton use.
  • Load models. ng.load("model.glb") reads glTF, GLB and OBJ with materials, colour textures, smooth normals and node hierarchies.
  • Newton and MuJoCo adapters. NewtonRenderer(model).render(state) and MuJoCoRenderer(model).render(data): shapes become instances once, and each frame only poses are updated.
  • Reflections, soft shadows, anti-aliasing, plus progressive refinement while the camera is still.
  • Interactive viewer with free-fly camera: make raytracer.
  • Clear errors. Bad scenes raise ValueError (Python) or std::invalid_argument (C++) saying what is wrong, instead of crashing.

Install

pip install git+https://github.com/aneangel/neraulGraphics

That builds from source, so it needs CMake and a C++17 compiler. If the CUDA toolkit is installed it also builds the GPU backend for your card; if not, it builds the CPU backend, which needs nothing else. Prebuilt wheels are on the releases page: Linux x86_64 with the GPU backend (needing only the NVIDIA driver, and using the CPU if there is no GPU), and CPU-only for macOS (Apple Silicon), Windows and Linux aarch64.

neraulgraphics.cuda_available() says whether a GPU will be used, and ng.Renderer(..., device="cpu") forces the CPU. At 1280x720 a 16-core CPU renders a 138,000-triangle model in about 17 to 41 ms; a GPU takes under 1 ms.

Quick start

import neraulgraphics as ng

red = ng.Material(diffuse_color=(0.6, 0.15, 0.15))
renderer = ng.Renderer(
    800, 450, spheres=[],
    lights=[ng.Light((-10, 20, 10), intensity=1.6, radius=1.0)],
    floor=ng.Plane(y=-2, half_extent_x=12, z_min=-30, z_max=-2),
    meshes=[ng.make_icosphere(1.0)],
    instances=[ng.Instance(0, ng.make_transform((0, 0, -8), scale=2.0), red)],
)
camera = ng.make_camera((0, 1, 0), (0, 0, -8), width=800, height=450)

for frame in range(64):                  # more frames, smoother image
    image = renderer.render(camera, frame)   # (450, 800, 3) uint8 numpy array

Move things every frame with renderer.set_instance_transforms(matrices), an (N, 3, 4) float array, then render with frame=0.

Loading a model

scene = ng.load("duck.glb")              # .glb, .gltf or .obj
image = scene.renderer(1280, 720).render()

The renderer picks a camera and lights from the model's size; view.camera(position) takes over the camera. For more control, hand scene.meshes, scene.instances and scene.textures to ng.Renderer yourself. Reading texture images needs Pillow (pip install neraulgraphics[images]). Not supported: animation and skinning (a skinned model draws in its bind pose), normal and roughness maps, transparency, Draco-compressed glTF. See examples/view_model.py for a turntable.

Rendering a simulation

from neraulgraphics.newton import NewtonRenderer          # or neraulgraphics.mujoco.MuJoCoRenderer

view = NewtonRenderer(model, 1280, 720)                   # shapes become mesh instances, once
for _ in range(steps):
    solver.step(state_0, state_1, control, contacts, dt)
    image = view.render(state_1)                          # (720, 1280, 3) uint8; only poses are read

It draws spheres, boxes, capsules, cylinders, cones, ellipsoids, planes and meshes, with the colours the model gives them, and frames the scene and lights it for you. Pass your own camera= (from view.camera(position, target)) or lights= to take control. A real articulated humanoid renders in under a millisecond a frame. Runnable versions are in examples/.

C++:

find_package(neraulgraphics 0.4 REQUIRED)
target_link_libraries(my_app PRIVATE neraulgraphics::core)
#include <neraulgraphics/renderer.h>
neraulgraphics::Renderer renderer(width, height, spheres, lights, floor, meshes, instances);
const uint32_t *pixels = renderer.render(camera, frame, 1);   // ARGB, width*height

Build and run

make raytracer                         # builds ./raytracer
./raytracer --instances 5000           # viewer with 5000 spinning bodies
make test                              # needs a GPU

Needs CMake 3.28+, a C++17 compiler and SDL2. If CUDA 12+ is installed the viewer uses your GPU (built for RTX 50-series by default; make raytracer CMAKE_ARGS="-DCMAKE_CUDA_ARCHITECTURES=native" for other cards), and otherwise it renders on the CPU. -DNERAULGRAPHICS_CUDA=OFF skips CUDA even when it is installed.

Status

Pre-1.0: the API may change between minor versions (see the changelog). Planned next: GPU-side instance updates for 100k+ moving bodies, texture mip-mapping, and backends for AMD, Intel and Apple GPUs (see portability).

More detail, benchmarks and viewer controls are in the guide.

License

Apache-2.0.

Credits

Grew out of ssloy/tinyraytracer.

Metadata

Release files for neraulgraphics 0.4.0

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neraulgraphics-0.4.0-cp312-abi3-win_amd64.whl CPython 3.12 abi3 Windows x86-64 Details for neraulgraphics-0.4.0-cp312-abi3-win_amd64.whl
neraulgraphics-0.4.0-cp312-abi3-manylinux_2_27_x86_64.manylinux_2_28_x86_64.whl CPython 3.12 abi3 Linux glibc 2.28+ x86-64, Linux glibc 2.27+ x86-64 Details for neraulgraphics-0.4.0-cp312-abi3-manylinux_2_27_x86_64.manylinux_2_28_x86_64.whl
neraulgraphics-0.4.0-cp312-abi3-manylinux_2_27_aarch64.manylinux_2_28_aarch64.whl CPython 3.12 abi3 Linux glibc 2.28+ ARM64, Linux glibc 2.27+ ARM64 Details for neraulgraphics-0.4.0-cp312-abi3-manylinux_2_27_aarch64.manylinux_2_28_aarch64.whl
neraulgraphics-0.4.0-cp312-abi3-macosx_11_0_arm64.whl CPython 3.12 abi3 macOS 11.0+ ARM64 Details for neraulgraphics-0.4.0-cp312-abi3-macosx_11_0_arm64.whl
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neraulgraphics-0.4.0-cp311-cp311-manylinux_2_27_x86_64.manylinux_2_28_x86_64.whl CPython 3.11 CPython 3.11 Linux glibc 2.27+ x86-64, Linux glibc 2.28+ x86-64 Details for neraulgraphics-0.4.0-cp311-cp311-manylinux_2_27_x86_64.manylinux_2_28_x86_64.whl
neraulgraphics-0.4.0-cp311-cp311-manylinux_2_27_aarch64.manylinux_2_28_aarch64.whl CPython 3.11 CPython 3.11 Linux glibc 2.27+ ARM64, Linux glibc 2.28+ ARM64 Details for neraulgraphics-0.4.0-cp311-cp311-manylinux_2_27_aarch64.manylinux_2_28_aarch64.whl
neraulgraphics-0.4.0-cp311-cp311-macosx_11_0_arm64.whl CPython 3.11 CPython 3.11 macOS 11.0+ ARM64 Details for neraulgraphics-0.4.0-cp311-cp311-macosx_11_0_arm64.whl
neraulgraphics-0.4.0-cp310-cp310-win_amd64.whl CPython 3.10 CPython 3.10 Windows x86-64 Details for neraulgraphics-0.4.0-cp310-cp310-win_amd64.whl
neraulgraphics-0.4.0-cp310-cp310-manylinux_2_27_x86_64.manylinux_2_28_x86_64.whl CPython 3.10 CPython 3.10 Linux glibc 2.27+ x86-64, Linux glibc 2.28+ x86-64 Details for neraulgraphics-0.4.0-cp310-cp310-manylinux_2_27_x86_64.manylinux_2_28_x86_64.whl
neraulgraphics-0.4.0-cp310-cp310-manylinux_2_27_aarch64.manylinux_2_28_aarch64.whl CPython 3.10 CPython 3.10 Linux glibc 2.27+ ARM64, Linux glibc 2.28+ ARM64 Details for neraulgraphics-0.4.0-cp310-cp310-manylinux_2_27_aarch64.manylinux_2_28_aarch64.whl
neraulgraphics-0.4.0-cp310-cp310-macosx_11_0_arm64.whl CPython 3.10 CPython 3.10 macOS 11.0+ ARM64 Details for neraulgraphics-0.4.0-cp310-cp310-macosx_11_0_arm64.whl

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