This is another Vulkan ray tracing project, aiming for rebuilding EIDOLA completely from scratch and adding ReSTIR PT (GRIS) for indirect illumination.
- Clone
git clone [this repo] --recursive
- Run
./build.bat
(for Windows only) - Extract
.zip
test scene files in./res/model/
VeachAjar
from paper's modified version of 'Veach Ajar' scene- You will need to copy
./res/
to your IDE's working directory for the resources to be correctly loaded
- Standard path tracing with NEE and MIS
- ReSTIR DI
- Temporal reuse
- Spatial reuse
- ReSTIR GI
- Temporal reuse
- Spatial reuse
- ReSTIR PT
- Reconnection vertex generation
- Shift mapping
- Reconnection
- Random Replay
- Hybrid
- Temporal reuse
- Spatial reuse
- MIS
- Support for both ray tracing pipeline & ray query
- Batched G-buffer draw calls and bindless resource fetching
- Cache & memory improvement as RTXDI
- Improve scene definition & GLTF loader
- Async command recording & submission
- Denoiser?
- Make separate ZVK Vulkan wrapper
- Direct3D 12 backend? (Making this project a multi-backend ray tracing engine)