Code Monkey home page Code Monkey logo

tlvulkanrenderer's Issues

[rendering] - Create a rendering interface

Instead calling the VulkanRenderer directly, instead implement a rendering interface. This would be extremely helpful to switch out for OpenGL or DirectX12 if we so desire in the future.

[BVH] - Implement refitting

By looping through each leaf that has been modified, update its bounding box and its parents bounding boxes.

[build] Build using CMake

CMake has more flexibilities than VS and more light-weight than uploading VS project settings files to github

Thesis roadmap

This issue layouts the big picture plan for my thesis. To render transparency, I am using ray tracing. The key implementations are:

Acceleration structure

For ray tracing, I am choosing SBVH, Spatial Splits in BVH. The advantage of SBVH includes a faster traversal similar to kd-tree while maintaining the BVH structure. The leaf nodes only split when there is an overlap between two primitives' bounding boxes. SBVH is also a good candidate for collision detection if my timeline allows.

Parallelization on CPU

Tasks

  • SBVH construction. The SBVH construction is done for the next frame while the rendering threads display the frame buffer for the current from.
  • Ray tracing and tree SBVH traversal. The basic algorithm is:
    • For each pixel, generate a primary ray and input into a queue. For each available thread, grabs a ray from the queue a compute its pixel value. When the queue is empty, draw the image.
    • Since each ray is computed independently, we might incur a synchronization overhead. It would likely be more beneficial to have each thread grabs more than one ray from the queue.
  • Collision detection can utilize the SBVH structure. For each object in the scene, we can traverse the tree and search for bounding box intersection.

Architecture

  • A thread manager manages the available thread pool. SBVH construction is done on its own dedicated thread, while the task of ray tracing can be spread across multiple threads.
  • Parallelization should be able to toggle on/off for comparison.

With the advantage of Vulkan's support for multithreading, these tasks should have increasing speed by off-loading work on the CPU.

Mesh import

The engine support glTF loading via tinygltf.

Timeline

Jan - Feb: SBVH construction and ray tracing (single thread)
March: Parallelization
March - May: Start with writing the paper

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    ๐Ÿ–– Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. ๐Ÿ“Š๐Ÿ“ˆ๐ŸŽ‰

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google โค๏ธ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.