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Vulkan Real-time Path Tracer Engine

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Zielon/PBRVulkan

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This project is an engine where you can create/test new shaders in real-time physically based ray tracing system. The main idea is that users can test their own integrators in predefined environment with assets like: meshes, materials, lights and textures. The Vulkan pipeline is abstracted in a shaders form and the only concern for a user is providing either their own scene description or using already existing one.

discordissuesreleaseclosedLinuxWindwos

Check out the discord#general for more info ordiscussions. The current development is available underproject.

Sandbox

As an example of creating your own shader please take a look atAmbient Occlusion orPath Tracer. Those files are automatically included in thehit shader. At this level you have many resources available to create your own implementation. For now, to make them available for the engine, you would need to add them in the same way I added aforementioned files.

Features

1) Ray tracing pipeline    scene/assets description with:      materials      meshes      lights (area, spherical)    HDR    path tracer integral    Disney BRDF2) Rasterizer pipeline         Phong-Blinn model3) Compute shader pipeline     denoiser    egde detection    edge sharpner

How to run

  1. DownloadVulkanSDK and install it following the instuctions.
  2. Runwindows_install.bat orsudo linux_install.sh script depending on the system to download all necessary libraries.
  3. git-lfs must be installed in order to fetch scenes repository.

C++17 is needed to compile the project.

Assets

The scene description and assets are adapted fromGLSL-PathTracer project [4]. Thescenes repository will be automatically cloned during the installation process.

PBRVulkan/Assets/PBRScenes/    bedroom/    coffee_cart/    HDR/    bedroom.scene    coffee_cart.scene    ...

References/Credits

[0]Vulkan Tutorial
[1]Vulkan Ray Tracing Tutorial
[2]PBR Book
[4]GLSL-PathTracer
[5]RayTracingInVulkan


[8]ページ先頭

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