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Vulkan Real-time Path Tracer Engine

License: BSD 2-Clause "Simplified" License

C++ 90.28% Batchfile 0.10% C 2.35% Python 0.25% GLSL 7.01%

pbrvulkan's Introduction

Ray tracer sandbox in Vulkan

Vulkan real-time path tracer engine

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.

Check out discord #general for more info or help.

How to run:

  1. Download VulkanSDK and place it in C:/VulkanSDK/x.x.x.x/.
  2. Run install.bat script to download all necessary libraries.
  3. For shaders compliation you will need python and glslc available form the shell level. glslc can be found for instance in C:/VulkanSDK/x.x.x.x/Bin32/glslc.exe.

Environment variables:

Add vulkan path C:/VulkanSDK/x.x.x.x/Bin32 to the Path variable
System variable needed for the project

  1. VULKAN_SDK
  2. VK_SDK_PATH

C++17 is needed to compile the project.

Assets

The scene description and assets are taken from GLSL-PathTracer project [4]. The whole dataset can be downloaded from link.

Download the assets folder and place it in PBRVulkan/Assets/Scenes/. The folder strucutre has to be as follows:

PBRVulkan/Assets/Scenes/
    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

Demo

pbrvulkan's People

Contributors

zielon avatar

Watchers

James Cloos avatar

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