Lets collide some things on the GPU with the brand new acceleration structures.
Key Features • How To Use • Download • Credits • Related • License
Table of Contents
Have a look on the Milestone document for further information.
| Feature | Implement Status |
|---|---|
| Rasterizer | ✔️ |
| Raytracing bascis | ✔️ |
| PBR support (Frostbite model) | ✔️ |
| .obj Model loading | ✔️ |
| Vector Fields | ✔️ |
| GPU Collision Detection with AS | ✔️ |
| GPU Collision Detection with Grid | ✔️ |
| Particle System | ✔️ |
| Vector Fields | ✔️ |
You might only clone the repo, run cmake and you are good to go. I only guarantee a successful build for windows hence it is frequently tested.
You will need Vulkan. If you want to build documantaries you will need [DOXYGEN] (https://www.doxygen.nl/index.html).
Now automatically compiled for you. No extra work needed :))
- Clone the repo
git clone git@github.com:Kataglyphis/GraphicsEngineVulkan.git
For more examples, please refer to the Documentation
Upcoming :)
Contributions are what make the open source community such an amazing place to be learn, inspire, and create. Any contributions you make are greatly appreciated.
- Fork the Project
- Create your Feature Branch (
git checkout -b feature/AmazingFeature) - Commit your Changes (
git commit -m 'Add some AmazingFeature') - Push to the Branch (
git push origin feature/AmazingFeature) - Open a Pull Request
Distributed under the BSD 3-Clause "New" or "Revised" License. See LICENSE for more information.
Jonas Heinle - @Cataglyphis_ - jonasheinle@googlemail.com
Project Link: https://github.com/Kataglyphis/GPUCollisionDetectionWithAS
Many thanks to my colleague bringing this to life :)
You will find important links to information in the code. But here in general some good sources of information:
Thanks for free 3D Models:
Some very helpful literature, tutorials, etc.
Vulkan
- Udemy course by Ben Cook
- Vulkan Tutorial
- Vulkan Raytracing Tutorial
- Vulkan Tutorial; especially chapter about integrating imgui
- NVidia Raytracing tutorial with Vulkan
- Blog from Sascha Willems
- OIT
Physically Based Shading
- The Bible: PBR book
- Real shading in Unreal engine 4
- Physically Based Shading at Disney
- Moving Frostbite to PBR
- RealTimeRendering
- Understanding the Masking-Shadowing Function in Microfacet-Based BRDFs
- Sampling the GGX Distribution of Visible Normals
Physics Simulation
Particles



