A real-time raytracing program in Vulkan. This program uses compute shaders to compute the raytraced pixels and optionally uses Intel's Open Image Denoiser to denoise the raytraced image.
- CMake <=3.10
- LunarG Vulkan SDK
- Visual Studio
Note: you can do step 2 to 7 on the command line if cmake is added to the PATH environment variable. Just run
cmake -G <Visual Studio Generator> -DPLATFORM="Windows" ../
inside thebuild
folder.
- Create a
build
folder inside the project root directory - Open the CMake GUI
- Clear the CMake cache (File -> Delete Cache)
- Specify the source directory to be the project root directory
- Specify the build directory to be the
build
folder inside the project root directory - Add an entry of type
STRING
withPLATFORM
as the name andWindows
as the value - Click on
Configure
thenGenerate
. It should generateVulkanRaytracing.sln
inside thebuild
folder. - Close CMake and open
VulkanRaytracing.sln
with Visual Studio. - Click on the VulkanRaytracing solution in Solution Explorer
- Select the build (e.g. Debug x64 or Release x64)
- Click on
Build -> Build VulkanRaytracing
- Copy the executable from the output folder to the project root directory
- Copy all the DLLs from
lib/windows/DLLs/
to the project root directory - Run the executable in the project root directory
- CMake <=3.10
- GNU make <=4.2
- LunarG Vulkan SDK
- OpenGL headers
- Install from the package
mesa-common-dev
- Install from the package
- GLFW3
- Install from the packages
libglfw3
libglfw3-dev
- Install from the packages
- Go to project root directory
mkdir build && cd build
cmake -DPLATFORM="Linux_x86_64" ../
make
cp VulkanRaytracing ../
- Run the executable in the project root directory