This is a path tracer for self-education with the Vulkan raytracing pipeline.
- Global illumination through frame accumulation.
- Disney BSDF rendering model for realistic material representation.
- Bindless ray tracing for efficient resource management.
- Physically-based bloom for enhanced lighting effects.
- Asynchronous loading support for GLTF and OBJ scenes/models.
- Flexible and extensible material system.
- Multithreaded asset handling to optimize I/O operations.
- Custom implementation of ImGui.
- Asset handler and free camera movement.
- Multiple postprocessing renderpasses visualization.
- Input handler abstraction on top of glfw.
Path tracing is based on the Vulkan ray tracing pipeline, which is provided by VK_KHR_ray_tracing_pipeline extension. Currently, path tracing doesn't have any runtime denosing, there is just a simple result accumulation when camera the doesn't move.
Build the solution inside "VStudio_Build/ALL_BUILD.vcxproj" and after the build is done set EDITOR as stardup project
there are examples Inside "Core/Source/Resources/Assets/models", just drag and drop the model file inside the app and the model will be loaded
When a .gltf or .obj file is drop into the engine it generates metadata files for the save system, however they can lead to some bugs, if you see a bug after dropping many models try deleting all the .CODE and .MATCODE. T_T






