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License: BSD 2-Clause "Simplified" License
Vulkan Real-time Path Tracer Engine
License: BSD 2-Clause "Simplified" License
Paper (svfg):
https://cg.ivd.kit.edu/publications/2017/svgf/svgf_preprint.pdf
Paper (a-svfg):
https://cg.ivd.kit.edu/publications/2018/adaptive_temporal_filtering/adaptive_temporal_filtering.pdf
Nvidia implementation in Q2RTX
https://github.com/NVIDIA/Q2RTX/blob/master/src/refresh/vkpt/shader/asvgf.glsl
https://de45xmedrsdbp.cloudfront.net/Resources/files/TemporalAA_small-59732822.pdf
The goal is creating a subsystem to suggest perceptually similar materials from a material dataset given a reference material, .i.e, a palette of material to choose.
References:
Functionality which allows to specify points in the scene and transition of the camera between them in a cinematic way.
The result is recorded in a video.
3D textures
Integrator
The issue occurs when the user change from the "Cornel Box" scene to the "Dragon Scene":
Console Output:
"[RAYTRACER] Swap chain has been deleted.
[RASTERIZER] Swap chain has been deleted.
[LOADER] Scene processing has begun!
[MESH] ../Assets/Scenes/dragon/dragon.obj has been requested!
[SCENE] All assets have been loaded!
[SCENE] Vertex buffer size = 15.1757 MB
[SCENE] Scene has been loaded!
# meshes: 1
# instances: 1
# textures: 1
# lights: 1
# materials: 2
[SCENE] Loading time: 1707 milliseconds
[COMPILER] Shaders compilation has begun.
[SHADER] Denoiser.comp.spv has been processed
[SHADER] Edgedetect.comp.spv has been processed
[SHADER] Sharpen.comp.spv has been processed
[SHADER] Fragment.frag.spv has been processed
[SHADER] Vertex.vert.spv has been processed
[SHADER] Raytracing.compiled.rchit.spv has been processed
[SHADER] Raytracing.compiled.rgen.spv has been processed
[SHADER] Raytracing.compiled.rmiss.spv has been processed
[SHADER] Shadow.compiled.rmiss.spv has been processed
[COMPILER] Shaders compilation has ended.
VUID-vkCmdBuildAccelerationStructureNV-update-02491(ERROR / SPEC): msgNum: -1617737797 - Validation Error: [ VUID-vkCmdBuildAccelerationStructureNV-update-02491 ] Object 0: handle = 0x23f439e1c98, type = VK_OBJECT_TYPE_COMMAND_BUFFER; | MessageID = 0x9f9347bb | vkCmdBuildAccelerationStructureNV(): If update is VK_FALSE, The size member of the VkMemoryRequirements structure returned from a call to vkGetAccelerationStructureMemoryRequirementsNV with VkAccelerationStructureMemoryRequirementsInfoNV::accelerationStructure set to dst and VkAccelerationStructureMemoryRequirementsInfoNV::type set to VK_ACCELERATION_STRUCTURE_MEMORY_REQUIREMENTS_TYPE_BUILD_SCRATCH_NV must be less than or equal to the size of scratch minus scratchOffset The Vulkan spec states: If update is VK_FALSE, the size member of the VkMemoryRequirements structure returned from a call to vkGetAccelerationStructureMemoryRequirementsNV with VkAccelerationStructureMemoryRequirementsInfoNV::accelerationStructure set to dst and VkAccelerationStructureMemoryRequirementsInfoNV::type set to VK_ACCELERATION_STRUCTURE_MEMORY_REQUIREMENTS_TYPE_BUILD_SCRATCH_NV must be less than or equal to the size of scratch minus scratchOffset (https://vulkan.lunarg.com/doc/view/1.2.154.1/windows/1.2-extensions/vkspec.html#VUID-vkCmdBuildAccelerationStructureNV-update-02491)
Objects: 1
[0] 0x23f439e1c98, type: 6, name: NULL
[RAYTRACER] Acceleration data structure build: 54 milliseconds
[COMPUTER] Compute pipeline has been deleted."
The output of the renderer:
NB: The issue is only related to the RTX 2060 graphics card.
Currently the code uses _NV
(Nvidia) specific extensions. The goal of this task is to use agnostic API.
Resetting accumulation buffer introduces noise produced by Monte Carlo integration. Explore methods to mask this problem when a user moves the camera.
Knowing ahead of time that the project uses VK_KHR_RAY_TRACING_PIPELINE and is not a fully software raytracing implementation could have saved some time.
Full list (from PBRVulkan/RayTracer/src/Vulkan/Device.cpp f19ca90)
VK_KHR_SWAPCHAIN
VK_KHR_SHADER_CLOCK
VK_KHR_PIPELINE_LIBRARY
VK_KHR_DEFERRED_HOST_OPERATIONS
VK_KHR_ACCELERATION_STRUCTURE
VK_KHR_RAY_TRACING_PIPELINE
VK_KHR_BUFFER_DEVICE_ADDRESS
FPS etc
-record videos
-take photos
-combined with cinematic camera task #18
The system RaytracerGraphicsPipeline crashes at the line 377 (RaytracerGraphicsPipeline.cpp)
VK_CHECK(extensions->vkCreateRayTracingPipelinesNV(device.Get(), nullptr, 1, &pipelineInfo, nullptr, &pipeline),
"Create ray tracing pipeline");
Scenes, Shaders and Acceleration structures are processed correctly.
The issue only occurs on the RTX 2070 device.
Create API with all necessary function for sampling hemisphere, lights, env etc.
Connected to #12
For example Binn-Phong
Create a structure which captuers Descriptor binding to simplify the adding process.
In DisneyBSDF.glsl
:
float diffuseRatio = 0.5 * (1.0 - material.metallic);
The 0.5 here says we will 50% use cosineSampleHemisphere and 50% use use importanceSampleGGX. So, the 0.5 is a factor to determine multiple importance sampling strategy. If everything is right, the converge result should not vary from diffrent choices.
However, if you change diffuseRatio like,
float diffuseRatio = 0.08 * (1.0 - material.metallic);
float diffuseRatio = 0.1 * (1.0 - material.metallic);
float diffuseRatio = 0.5 * (1.0 - material.metallic);
float diffuseRatio = 0.8 * (1.0 - material.metallic);
...
you will get different rendering results (test scene is hyperion.scene
, observable difference below the white sphere ).
Is it a bug?
https://benedikt-bitterli.me/resources/
The port has to be placed in this repository
https://github.com/Zielon/PBRScenes
Implement Nonlinearly Weighted First-order Regression
for Denoising Monte Carlo Renderings from: https://benedikt-bitterli.me/nfor/
Improve Comiler.h in a way that it can handle list of denfies
The system RaytracerGraphicsPipeline crashes at the line 377 (RaytracerGraphicsPipeline.cpp)
VK_CHECK(extensions->vkCreateRayTracingPipelinesNV(device.Get(), nullptr, 1, &pipelineInfo, nullptr, &pipeline),
"Create ray tracing pipeline");
Scenes, Shaders and Acceleration structures are processed correctly.
The issue only occurs on the RTX 2070 device.
Create a class which will modify shader files accordingly for configuration and compile it
Platfrom agnostic Vulkan KHR extension
Sample a new direction of a ray going trough a lense.
Variables are already available in the Uniform buffer.
float aperture;
float focalDistance;
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