Name and Contact Information

Title

Exploring Advanced Rendering Pipelines of Fulldome Content with Ray tracing and Their Integration with ossia score

Short description of work done

I implemented a Vulkan ray-tracing fulldome voxel renderer as an add-on for ossia score. The plugin targets immersive dome visualization where the FOV can exceed 180°. It is built on Vulkan RT extensions (VK_KHR_ray_tracing_pipeline, VK_KHR_acceleration_structure, etc.). Inside score, the add-on appears as a “Fulldome Voxel Rendering” node that integrates into the process graph.

What code got merged

  • Repository: https://github.com/YunmaoLeo/score-fulldome-raytracing/tree/main

    • Description:
      • fulldome_voxel/: Vulkan RT pipeline setup and shaders

      • Score integration (score_addon_vkfrt.cpp/.hpp, process.cpp/.hpp Node.cpp/.hpp) registering the Fulldome Voxel Rendering node

      • Build files and documentation (README.md, usecase_imgs/)

What code didn’t get merged

  • Pull Request: https://github.com/ossia/score/pull/1827
    • Description: Enable Vulkan ray-tracing extensions in ossia score (patch to expose VK_KHR_ray_tracing_pipeline / acceleration_structure, etc.), which this plugin relies on.

What’s left to do

The current work delivers a functioning Vulkan RT voxel fulldome renderer. The remaining items are to extend the scope to other pipelines originally proposed but not implemented yet, and to compare them systematically for fulldome use:

Implement additional pipelines: HDR, meshlet-based, volumetric, and SDF-based techniques.

Add basic benchmarking hooks to compare visual quality, performance, and memory usage under fulldome rendering context.