Releases: wpsimon09/Vulkan-RTX
Releases · wpsimon09/Vulkan-RTX
v0.0.3
General release
New rendering effects
- physicaly based bloom effect
- ray traced ambient occlusion
Ambient occlusion off
Ambient occlusion on
- Improved volumetric fog scattering
- 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
IBLpre-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
VGrowableBufferimplementation 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
- Denoising by @wpsimon09 in #69
- Push constant refactor by @wpsimon09 in #70
- Luminosity histogram by @wpsimon09 in #71
- Average luminance by @wpsimon09 in #72
- Refactored how render passes and rendering in generall works by @wpsimon09 in #75
- Passed effect library to the different render passes by @wpsimon09 in #76
- Render pass refactor by @wpsimon09 in #77
- Switched to own fork of imgui by @wpsimon09 in #79
- Mesh data manager update by @wpsimon09 in #80
- Remove from VBO functionality by @wpsimon09 in #81
- Vertex data removal by @wpsimon09 in #82
- Synchronization 2 by @wpsimon09 in #84
- replaced buffer memory barriers and as build memory barriers by @wpsimon09 in #85
- Sync2 submit by @wpsimon09 in #86
- Ibl improvements by @wpsimon09 in #87
- Bloom by @wpsimon09 in #88
Full Changelog: v0.0.2...v0.0.3
v0.0.2
Physically based path tracing update
- Micro-facet model to evaluate ray bounces
- BRDF is used to evalue surface colour from ray bounces
- Visible normal sampling to choose an incident direction
wihttps://jcgt.org/published/0007/04/01/paper.pdf - Lambertian diffuse surfaces based on cosine weighted hemisphere sampling https://pbr-book.org/4ed/Reflection_Models/Diffuse_Reflection
- De-focus blur simulating camera shutter size and focal distance
Old reflection model, notice stretched reflections on the floor
v0.0.1
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

