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Real-Time Rendering Framework

Home Page: https://developer.nvidia.com/falcor

License: Other

Shell 0.13% C++ 93.00% Python 4.42% C 0.36% PowerShell 0.30% CSS 0.01% Cuda 0.04% Smarty 0.09% CMake 0.99% Batchfile 0.27% HLSL 0.41%

falcor's Introduction

Falcor 5.2

Falcor is a real-time rendering framework supporting DirectX 12. It aims to improve productivity of research and prototype projects.

Features include:

  • Abstracting many common graphics operations, such as shader compilation, model loading, and scene rendering
  • DirectX Raytracing abstraction
  • Render Graph system
  • Python scripting
  • Common rendering effects such as shadows and post-processing effects
  • Unbiased path tracer
  • Integration of various RTX SDKs: DLSS, RTXGI, RTXDI, NRD

Prerequisites

Optional:

  • Windows 10 Graphics Tools. To run DirectX 12 applications with the debug layer enabled, you must install this. There are two ways to install it:
    • Click the Windows button and type Optional Features, in the window that opens click Add a feature and select Graphics Tools.
    • Download an offline package from here. Choose a ZIP file that matches the OS version you are using (not the SDK version used for building Falcor). The ZIP includes a document which explains how to install the graphics tools.
  • NVAPI, CUDA, OptiX (see below)

Building Falcor

Falcor uses the CMake build system. Additional information on how to use Falcor with CMake is available in the CMake development documetation page.

Visual Studio

If you are working with Visual Studio, you can setup a native Visual Studio solution by running setup_vs2019.bat (or setup_vs2022.bat, same process) after cloning this repository. The solution files are written to build/windows-vs2019-d3d12 and the binary output is located in build/windows-vs2019-d3d12/bin.

By default, the solution is configured to use the native D3D12 rendering backend. Alternatively, you can setup additional solutions for the GFX backends by running setup_vs2019.bat gfx-d3d12 or setup_vs2019.bat gfx-vk. Note that each configuration is setting up a separate build tree, so it's easy to switch between different backends during development.

Visual Studio Code

If you are working with Visual Studio Code, run setup.bat after cloning this repository. This will setup a VS Code workspace in the .vscode folder with sensible defaults (only if .vscode does not exist yet). When opening the project folder in VS Code, it will prompt to install recommended extensions. We recommend you do, but at least make sure that CMake Tools is installed. To build Falcor, you can select the configure preset by executing the CMake: Select Configure Preset action (Ctrl+Shift+P). Choose the Windows Ninja/MSVC D3D12 preset (or one for a different rendering backend). Then simply hit Build (or press F7) to build the project. The binary output is located in build/windows-ninja-msvc-d3d12/bin.

Warning: Do not start VS Code from Git Bash, it will modify the PATH environment variable to an incompatible format, leading to issues with CMake.

Configure Presets

Falcor uses CMake Presets store in CMakePresets.json to provide a set of commonly used build configurations. You can get the full list of available configure presets running cmake --list-presets:

$ cmake --list-presets
Available configure presets:

  "windows-vs2019-d3d12"         - Windows VS2019 D3D12
  "windows-vs2019-gfx-d3d12"     - Windows VS2019 GFX-D3D12
  "windows-vs2019-gfx-vk"        - Windows VS2019 GFX-VK
  "windows-vs2022-d3d12"         - Windows VS2022 D3D12
  "windows-vs2022-gfx-d3d12"     - Windows VS2022 GFX-D3D12
  "windows-vs2022-gfx-vk"        - Windows VS2022 GFX-VK
  "windows-ninja-msvc-d3d12"     - Windows Ninja/MSVC D3D12
  "windows-ninja-msvc-gfx-d3d12" - Windows Ninja/MSVC GFX-D3D12
  "windows-ninja-msvc-gfx-vk"    - Windows Ninja/MSVC GFX-VK

Use cmake --preset <preset name> to generate the build tree for a given preset. The build tree is written to the build/<preset name> folder and the binary output files are in build/<preset name>/bin.

An existing build tree can be compiled using cmake --build build/<preset name>.

Note: Some render passes (RTXGI, RTXDI, DLSS in particular) are not fully working with the new Slang GFX backend.

Microsoft DirectX 12 Agility SDK

Falcor uses the Microsoft DirectX 12 Agility SDK to get access to the latest DirectX 12 features. Applications can enable the Agility SDK by putting FALCOR_EXPORT_D3D12_AGILITY_SDK in the main .cpp file. Mogwai, FalcorTest and RenderGraphEditor have the Agility SDK enabled by default.

NVAPI

To enable NVAPI support, head over to https://developer.nvidia.com/nvapi and download the latest version of NVAPI (this build is tested against version R470). Extract the content of the zip file into external/packman/ and rename R470-developer to nvapi.

CUDA

To enable CUDA support, download and install CUDA 11.6.2 or later and reconfigure the build.

See the CudaInterop sample application located in Source/Samples/CudaInterop for an example of how to use CUDA.

OptiX

If you want to use Falcor's OptiX functionality (specifically the OptixDenoiser render pass) download the OptiX SDK (Falcor is currently tested against OptiX version 7.3) After running the installer, link or copy the OptiX SDK folder into external/packman/optix (i.e., file external/packman/optix/include/optix.h should exist).

Note: You also need CUDA installed to compile the OptixDenoiser render pass, see above for details.

NVIDIA RTX SDKs

Falcor ships with the following NVIDIA RTX SDKs:

Note that these SDKs are not under the same license as Falcor, see LICENSE.md for details.

Falcor Configuration

FalcorConfig.h contains some flags which control Falcor's behavior.

  • FALCOR_ENABLE_LOGGER - Enable/disable the logger. By default, it is set to 1.
  • FALCOR_ENABLE_PROFILER - Enable/disable the internal CPU/GPU profiler. By default, it is set to 1.

Resources

Citation

If you use Falcor in a research project leading to a publication, please cite the project. The BibTex entry is

@Misc{Kallweit22,
   author =      {Simon Kallweit and Petrik Clarberg and Craig Kolb and Tom{'a}{\v s} Davidovi{\v c} and Kai-Hwa Yao and Theresa Foley and Yong He and Lifan Wu and Lucy Chen and Tomas Akenine-M{\"o}ller and Chris Wyman and Cyril Crassin and Nir Benty},
   title =       {The {Falcor} Rendering Framework},
   year =        {2022},
   month =       {8},
   url =         {https://github.com/NVIDIAGameWorks/Falcor},
   note =        {\url{https://github.com/NVIDIAGameWorks/Falcor}}
}

falcor's People

Contributors

ashwinnv avatar benaryorg avatar clavellenv avatar germanaizek avatar guoxx avatar halldorfannar avatar kyaonv avatar moakesnv avatar msgfx avatar nbentynv avatar pierremoreau avatar shill-lucasfilm avatar skallweitnv avatar snosixtyboo avatar tangent-vector avatar

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