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Releases: wpsimon09/Vulkan-RTX

v0.0.3

23 Sep 06:40

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General release

New rendering effects

  • physicaly based bloom effect
Screenshot From 2025-09-23 08-22-15
  • ray traced ambient occlusion

Ambient occlusion off

Screenshot From 2025-09-23 08-23-22

Ambient occlusion on

Screenshot From 2025-09-23 08-23-31
  • Improved volumetric fog scattering
Screenshot From 2025-09-23 08-29-38
  • Automatic exposure and average luminance

System updates

  • Generally whole rendering system has been rewrite
  • Improved Acceleration structure builds
  • Improved queue submission granularity
  • Entire Vullkan back end is now using VK_KHR_SYNCHRONISATION_2
  • Fixed tone mapping on the sky box texture
  • Made IBL pre-computations faster by not forcefully wait for GPU work
  • And many more stability improvements
  • De-noising of the visibility buffer
  • Usage of push constants for the shader parameters
  • VGrowableBuffer implementation and simplification of the geometry data management system

Todos

  • Reimplement how lights are handled in the engine, so that volumetric scattering and shadow maps account for all light types
  • Atmospheric scattering
  • Implement Forward+ rendering
  • And all the issues in the issue tab

Generated release note

Full Changelog: v0.0.2...v0.0.3

v0.0.2

25 Jul 12:34

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Physically based path tracing update

New light transport calculation modle image

Old reflection model, notice stretched reflections on the floor image

v0.0.1

13 Jul 11:11

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image

This is very early somewhat working version of the scene editor and renderer.

Features:

  • Model Loading
  • Scene Exporting (To glTF)
  • Forward Renderer
  • Area Light With LTC
  • Ray Traced Pixel Perfect Shadows
  • Real time path tracing (with RT cores)
  • Image Based Lighting
  • ACES Tone Mapping
  • Scene Editor With Gizmos
  • Real Time Material Customisation
  • Multy threaded lazy texture loading
  • Bindless descritptors for material textures
  • Large scale homogeneous participating media rendering and height based fog

Ensure your GPU has support for VK_KHR_ray_tracing for GPU accelerated ray intersection tests and Monte Carlo path tracer.