# diharaw/hybrid-rendering

A Vulkan sample that demonstrates a Rasterization and Ray Tracing Hybrid Rendering Pipeline.

Repository: https://github.com/diharaw/hybrid-rendering
Canonical: https://ross.abutalabs.com/products/hybrid-rendering
Language: C++
License: MIT
License Family: permissive
Topics: vulkan, raytracing, real-time-rendering
Last push: 2025-08-07T17:57:21+00:00

## Health v2 (maintenance only)
Score: 39/100 (v2, computed 2026-09-03T02:20:16.233290+00:00)
- activity 35, release rhythm 10, longevity 100
- inputs: {"age_days": 2439, "days_push": 391, "days_rel": 391, "gap_med": null, "n_releases_24m": 1}
- flags: none
- formula: round(0.45*activity + 0.35*rhythm + 0.20*longevity); archived -> min(score, 10)

## Adoption (not part of the score)
Stars 1017, forks 53 (observed 2026-08-28T04:03:14.575823+00:00)

## What it is
A Vulkan sample application demonstrating a hybrid rendering pipeline that combines rasterization with ray tracing. It integrates ray traced shadows, ambient occlusion, reflections, and global illumination into a deferred rendering pipeline.

## Use cases
- learn how to combine rasterization and ray tracing in Vulkan
- study a real-time ray traced global illumination implementation
- see how ray traced shadows and reflections integrate into a deferred pipeline
- explore VK_KHR_ray_tracing_pipeline usage in a sample
- reference for building a hybrid rendering engine

## When to choose
- you want a working C++/Vulkan example of hybrid rasterization plus ray tracing
- you need reference code for ray traced shadows, AO, reflections, or GI
- you have a ray tracing-capable NVIDIA/AMD GPU and want to study real-time rendering techniques

## When to avoid
- you need a production rendering engine or game-ready framework
- you target platforms other than Windows
- your GPU lacks VK_KHR_ray_tracing_pipeline and acceleration structure extensions
- you want a beginner-friendly introduction to Vulkan basics

## Facets
- artifact type: application
- maturity: stable
- function: graphics, simulation, developer-tools
- domain: graphics, developer-tools
- platform: windows, cpp
- tags: vulkan, ray-tracing, real-time-rendering, deferred-rendering, global-illumination, sample-code, game-development, gpu

## Member repositories
- diharaw/hybrid-rendering (main) score 39

## Provenance
- Observed fields: from GitHub, fetched 2026-08-28T04:03:14.575823+00:00.
- Health v2: computed from the inputs above; adoption is never an input.
- Inferred fields (summary, facets, guidance): AI-extracted, prompt v1, taxonomy v1, on 2026-08-30T07:11:11.596983+00:00, confidence not recorded.
  - readme: https://github.com/diharaw/hybrid-rendering (fetched 2026-08-28T04:03:14.575823+00:00, sha 61086ef20a9d)
- Data as of 2026-08-30T08:39:29.467469+00:00.
