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.
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.
- Download VulkanSDK and place it in
C:/VulkanSDK/x.x.x.x/
. - Run
install.bat
script to download all necessary libraries. - For shaders compliation you will need
python
andglslc
available form the shell level.glslc
can be found for instance inC:/VulkanSDK/x.x.x.x/Bin32/glslc.exe
.
Add vulkan path C:/VulkanSDK/x.x.x.x/Bin32
to the Path
variable
System variable needed for the project
VULKAN_SDK
VK_SDK_PATH
C++17 is needed to compile the project.
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 structure has to be as follows:
PBRVulkan/Assets/Scenes/
bedroom/
coffee_cart/
HDR/
bedroom.scene
coffee_cart.scene
...
[0] Vulkan Tutorial
[1] Vulkan Ray Tracing Tutorial
[2] PBR Book
[4] GLSL-PathTracer
[5] RayTracingInVulkan