Phantasy Engine Testbed (CUDA Ray Tracing Experiment)
NOTE: THIS IS DEPRECATED! This is a precursor to the current Phantasy Engine, which should be linked to somewhere on PetorSFZ's github profile.
This started out as the initial work on a game engine called Phantasy Engine. Later it turned into a joint effort by me (Peter Hillerström - PetorSFZ), Niklas Helmertz (helmertz) and Johan Hasselqvist (Hasselmannen) to build a real-time raytracer in CUDA as a school project.
The current branch (master) is essentially the state we left the project in, a promising start but a lot of way to go. A lot of issues are known, a lot of things are unfinished. It's probably not worth the effort to attempt to build the engine, a pre-compiled binary is available under releases if you want to try it out.
Some features of the CUDA ray tracer:
- Static scene stored in an SBVH
- Really optimized ray traversal
- TAA to reduce noise
Create a directory called
build, then run the following command:
cmake .. -G "Visual Studio 14 2015 Win64" -DCUDA_TRACER=TRUE -DPHANTASY_ENGINE_BUILD_TESTS=TRUE
CUDA_TRACER variable controls whether the CUDA ray tracer backend is built or not. If you don't have a CUDA compatible card this should not be enabled. The
PHANTASY_ENGINE_BUILD_TESTS variable controls whether the tests are built or not.