Radeon Rays

The accelerated ray intersection library for DirectX®12 and Vulkan®. 

Radeon™ Rays is our high-efficiency, high-performance ray intersection acceleration library as seen in Radeon™ ProRender.

It supports a range of use cases, including interactive light baking for game development workflows, and real-time indirect sound simulation.


  • DirectX®12.
  • Vulkan®.

Download the latest version - v4.1

This release adds the following:

  • Open Source.
  • Logging mechanism for easier debugging.
  • Set of tests to validate changes to the source code.

Which version should I use?

AMD has developed Radeon™ Rays for many years. If you require OpenCL™ support, please use Radeon™ Rays 2.0.


Custom AABB

Guide the construction of the Bounding Volume Hierarch (BVH) by providing a custom AABB hierarchy for your scene.

GPU BVH Optimization

Optimizes the Bounding Volume Hierarchy (BVH) specifically for efficient GPU access.

Open source, MIT license

Find Radeon™ Rays source on GitHub.

AMD developed Radeon™ Rays to help developers get the most out of AMD GPUs, as well as save them from maintaining hardware-dependent code. Radeon™ Rays exposes a well-defined C API for scene construction and performing asynchronous ray intersection queries. It is not limited to AMD hardware or a specific operating system. 

Radeon™ Rays can be easily distributed, and through its API helps assure compatibility and best performance across a wide range of hardware platforms.

Additional features:

  • Supports DirectX®12 and Vulkan®.
  • Geometry update without full rebuild.
  • Logging mechanism for easier debugging.
  • Set of tests to validate changes to the source code.


CMake 3.12 and above.

spdlog library installed for logging.

  • DirectX®12: a 64-bit version of Windows® 10, and a GPU and drivers that support DirectX®12 features including Shader Model 6.0.
  • Vulkan®: a 64-bit version of Windows® 10 or Linux, and a GPU and drivers that support Vulkan® version 1.2.

Microsoft® Visual Studio 2013 or later must be installed to compile the sample renderer.

Version history

See GitHub for a more detailed release history.

  • Custom AABB.
  • GPU BVH optimization.
  • Removed OpenCL™ support.

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