NVIDIAGameWorks / Path-Tracing-SDK
- пятница, 24 марта 2023 г. в 00:13:41
Real-time path tracing library and sample
Path Tracing SDK is a code sample that strives to embody years of ray tracing and neural graphics research and experience. It is intended as a starting point for a path tracer integration, as a reference for various integrated SDKs, and/or for learning and experimentation.
The base path tracing implementation derives from NVIDIA’s Falcor Research Path Tracer, ported to approachable C++/HLSL Donut framework.
| /bin | default folder for binaries and compiled shaders |
| /build | default folder for build files |
| /donut | code for a custom version of the Donut framework |
| /donut/nvrhi | code for the NVRHI rendering API layer (a git submodule) |
| /external | external libraries and SDKs, including NRD, RTXDI, and OMM |
| /media | models, textures, scene files |
| /tools | optional command line tools (denoiser, texture compressor, etc) |
| /pt_sdk | Path Tracing SDK core; Sample.cpp/.h/.hlsl contain entry points |
| /pt_sdk/PathTracer | Core path tracing shaders |
At the moment, only Windows builds are supported. We are going to add Linux support in the future.
Clone the repository with all submodules recursively:
git clone --recursive https://github.com/NVIDIAGameWorks/Path-Tracing-SDK.git
Pull the media files from Packman:
cd Path-Tracing-SDK
update_dependencies.bat
Create a build folder.
mkdir build
cd build
Any folder name works, but git is configured to ignore folders named build\*
Use CMake to configure the build and generate the project files.
Use of CMake GUI is recommended but cmake .. works too. Make sure to select the x64 platform for the generator.
Build the solution generated by CMake in the build folder.
Open the generated solution (i.e. build/PathTracingSDK.sln) with Visual Studio and build it.
Select and run the pt_sdk project. Binaries get built to the bin folder. Media is loaded from media folder.
If making a binary build, the media and tools folders can be placed into bin and packed up together (i.e. the sample app will search for both media\ and ..\media\).
Once the application is running, most of the SDK features can be accessed via the UI window on the left hand side and drop-down controls in the top-center.
Camera can be moved using W/S/A/D keys and rotated by dragging with the left mouse cursor.
-debug to enable the graphics API debug layer or runtime, and the NVRHI validation layer.-fullscreen to start in full screen mode.-no-vsync to start without VSync (can be toggled in the GUI).-print-graph to print the scene graph into the output log on startup.-width and -height to set the window size.<FileName> to load any supported model or scene from the given file.We are working on more detailed SDK developer documentation - watch this space!
Path Tracing SDK is under active development. Please report any issues directly through GitHub issue tracker, and for any information, suggestions or general requests please feel free to contact us at pathtracing-sdk-support@nvidia.com!
See LICENSE.txt