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Path Tracer Demo using Evergine

This is a toy path tracer demo used to show the Evergine raytracing common low-level API capabilities. In this demo, you can see how to implement a little room path tracer with Soft Shadow, Ambient Occlusion, Global Ilumination, and Antialiasing.

For more details about this demo read this article.

Path tracer demo

Note. The room model cortesy of Hedgehog https://sketchfab.com/3d-models/room-b3880b99c5214c9f8fd3f7d1473df661

Build and Run

  • Required Visual Studio 2022 with.NET6 support
  • Required Graphics card with Raytracing technology (Ej. NVidia Geforce 2060 or higher)
  • DirectX12 and Vulkan support. (Change in the program.cs or pass as arguments)

Parameters

The parameters available for manage the path tracer render are:

  • Camera Pos X: Move the camera position in X-axis.
  • Camera Pos Y: Move the camera position in Y-axis.
  • Camera Pos Z: Move the camera position in Z-axis.
  • Light Radius: Light radius affect the shadows.
  • AO Num. Rays: Number of Ambient occlusion rays.
  • AO Radius: Lenght of the ambient occlusion rays.
  • GI Num Bounces: Number of bounces of Global illumination rays.
  • Num Samples: Number of samples used to the path tracer render.

Parameters

Compile Shader HLSL to SpirV

To compile HLSL (DX12) shader to SpirV (Vulkan) you can use the shaderTranslator.ps1 script in Content/Shaders folder.


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