this input node cannibalises quakespasm to read quake input geometry and
textures. the data is sent to vulkan ray tracing kernels. you can try vkdt examples/quake.cfg
to test it. requires a bluenoise input texture, see below.
also it assumes that you have the original game data installed in
/usr/share/games/quake/
. this module is optional, you need to have compiled
with VKDT_USE_QUAKE=1
, see config.mk.defaults
.
for added fun, you may want to install the excellent arcane dimensions
mod. it installs additional
pak
files to /usr/share/games/ad
. for more detailed textures, get the hd
textures from the quake revitalisation
project.
place these in the /usr/share/games/ad
subdirectory too, use consecutive
numbers in the pak filenames. i don't know how these interact with the
newfangled re-release of quake, so be sure to use the original game paks from
your 1996 cdrom in your drawer. to run arcane dimensions, use the
examples/ad.cfg
file.
the rendering core implements guided importance sampling as described in the paper
Markov Chain Mixture Models for Real-Time Direct Illumination.
Dittebrandt et al., CGF (Eurographics Symposium on Rendering), 42(4), 2023.
if you run this through the cli, be sure to pass --audio
(before the
--output
option), since the audio callback does gamelogic stuff (worldspawn)
that can only be done outside the video graph processing.
for instance, render to jpg image and only output the last frame:
vkdt cli --last-frame-only -g examples/quake.cfg --audio quake.aud --format o-jpg \
--output main --config frames:40 fps:24
or, to render out a video directly:
vkdt cli -g examples/quake.cfg --format o-ffmpeg --filename qu.vid --audio qu.aud \
--output main --config frames:3000 fps:24
ffmpeg -i qu.vid_0001.h264 -f s16le -sample_rate 44100 -channels 2 -i qu.aud \
-c:v copy quake.mp4
(add -r 60
before -i
to resample for different frame rate)
(replace -c:v copy
by -vcodec libx264 -crf 27 -preset veryfast
for compression)
you probably want to use the svgf
module to remodulate
the albedo and apply temporal anti aliasing after this module.
these are taken with the hd textures and the ad mod, using an rtx 2080ti device.
output
the rendered frame, irradiance part. this is not a source because it doesn't require cpu copy (rendered on gpu directly)blue
blue noise input textures. see this github issue for an example fileaov
the demodulated albedo, to be multiplied to output after denoisingmv
input estimated motion vectors here, see the align
modulegbuf
will write gbuffer information here: normal, depth, two moments of irradiancedebug
randomly changing debug pixels, as i change my mindcam
grab the mouse/keyboard input to play the gamepause
frame number after which to pause the game. useful for reference renders. will also set a fixed quake time per frame. zero means no pauseexec
command string to execute after loading quake. use with cli/config files. accepts ';' separated lists of commandsref
reference render mode. either use guided vMF mixture models or reference/plain cosine hemisphere samplingwd
the width of the rendered image in pixelsht
the height of the rendered image in pixels