this uses the vulkan ray tracing extension to path trace a scene. the geometry comes from
one or more bvh modules which collect input for bottom level acceleration structures.
the rt module uses hero wavelength spectral sampling for accurate colour reproduction.
(scene: nikita sky demo)
output the rendered beauty imagetex an array connector for input textures, connect to an i-jpglst or i-lut moduleblue blue noise texture as input lut, as those provided by christophirr irradiance buffer, that is: beauty output divided by albedoalbedo fake diffuse albedo for use with svgf, demodulated from the irradiance buffergbuf packed normal and depth of the first intersectionthe tex connector expects an array of input textures, as the
i-jpglst module provides, or the
i-lut module if you pass a .txt file with a list of
filenames.
you can download a blue noise texture from this github issue. this was too large to just ship with the vkdt distribution.
this still changes so often.. be careful to trust this text.
cam position, direction, and up vector of the camerafog homogeneous global background fogspp samples per pixelenvmap filename of the environment map, 2:1 aspect latitude/longitude, .hdr preferably 8kcam mode use custom camera in this module, or grab camera, simulation time, and fog from another modulecam_mod if cam mode is set to another module, this is the other module's namecam_inst if cam mode is set to another module, this is the other module's instancesampler choose which path space sampler to use for rendering: path tracing/env-nee, markov chain path guidingwd width of the render in pixelsht height of the render in pixelsthe sampler dropdown list includes simple path tracing with optional next event estimation to the envmap,
as well as markov chain path guiding based on the publication:
Lucas Alber, Johannes Hanika, and Carsten Dachsbacher.
Real-time Markov chain path guiding for global illumination and single scattering.
Proc. ACM Comput. Graph. Interact. Tech., 8(1), 2025.