Salle de bain by nacimus, rendered with Moonshine
- Binaries
- offline -- a headless offline renderer
- online -- a real-time windowed renderer
- hydra -- a hydra render delegate
- Light Transport
- Full spectral path tracing
- Direct light sampling with multiple importance sampling for all lights and materials
- Lights
- 360° environment maps
- Emissive meshes
- Materials
- Standard PBR with metallic + roughness
- Mirror
- Glass with dispersion
- zig (see version in CI)
- DirectXShaderCompiler
- For the online (real-time) renderer:
- For Linux (Ubuntu, similar on others):
- For Wayland:
wayland-protocols
libwayland-dev
libxkbcommon-dev
- For X11:
libxcursor-dev
libxrandr-dev
libxinerama-dev
libxi-dev
- For Wayland:
- For Linux (Ubuntu, similar on others):
- A GPU supporting Vulkan ray tracing
- Cameras
- Fisheye
- Lens System
- Materials
- Conductor with complex IOR
- Transmissive with roughness
- Material composition
- Volumetrics
- Lights
- Experiment with sampling triangle via solid angle after selecting it via area
- Experiment with unifying sampling mesh lights and environment map
- BVH
- Testing
- Proper statistical tests GPU sampling routines
- Proper statistical tests to make sure images have expected mean/variance
- Should ensure validation layers are clean during tests
- Resource management
- Make sure we have all necessary
errdefers
- GPU resource arrays should be resizable
- Need some sort of way to do async/parallel resource creation (transfers, processing)
- Make sure we have all necessary
- Use physical (with correct scales) units
- Integrators
- ReSTIR
- Spectral EXR output
- Tonemapping
- HDR display
- A satisfying implementation is blocked by HDR display metadata querying in Vulkan
+z
is up- phi is azimuthal angle (0-2pi) and theta is polar angle (0-pi)
- Importance sampling
- Explicit light sampling
- Multiple importance sampling
- Microfacets
- Actual materials - ton of BRDF examples, in CODE!
This project is licensed under the AGPL.