Ray tracer sandbox in Vulkan
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.
As an example of creating your own shader please take a look at Ambient Occlusion or Path Tracer. Those files are automatically included in the
hit 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.
1) Ray tracing pipeline scene/assets description with: materials meshes lights (area, spherical) HDR path tracer integral Disney BRDF 2) Rasterizer pipeline Phong-Blinn model 3) Compute shader pipeline denoiser egde detection edge sharpner
How to run
- Download VulkanSDK and install it following the instuctions.
sudo linux_install.shscript depending on the system to download all necessary libraries.
git-lfsmust be installed in order to fetch scenes repository.
C++17 is needed to compile the project.
PBRVulkan/Assets/PBRScenes/ bedroom/ coffee_cart/ HDR/ bedroom.scene coffee_cart.scene ...