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Placeholder until I make a proper README

Features

  • Hardware ray tracing via VK_KHR_ray_tracing_pipeline / VK_KHR_acceleration_structure
  • Monte Carlo path tracing with progressive sample accumulation
  • Physically-based Cook-Torrance BRDF (GGX NDF, Fresnel-Schlick, VNDF importance sampling)
  • Next Event Estimation (NEE) with explicit emissive triangle sampling
  • Multiple Importance Sampling (MIS) between BRDF and NEE paths
  • HDR environment map lighting (equirectangular)
  • tonemapping + gamma correction + firefly clamping
  • glTF 2.0 / GLB loading (fastgltf) and Wavefront OBJ (tinyobjloader)
  • PBR material textures: albedo, metallic-roughness, normal, emissive
  • shader hot reloading
  • ImGui UI: camera editor, light controls, frame time graph (very basic so far)
  • Scene config persistence (scene.ini) with Ctrl+S save
  • Headless mode (engine_headless) for offline batch rendering to PNG

Here are some static renders:

  • 4 bounces, 1000 samples dir_light
  • 4 bounces, 4000 samples dir_light_4k
  • 4 bounces, 1000 samples, no directional light output

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Real-time PBR renderer (work in progress)

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