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Voxel Path Tracer (VXRT)


An EXPERIMENTAL and unfinished Voxel Path Tracing Engine which has an emphasis on performance and graphics. This engine was mostly made as an experiment and a tool to help me learn more about light transport, physically based rendering, volumetrics and intersection algorithms. This engine was coded from scratch using C++17 and the modern OpenGL programmable pipeline (specifically, OpenGL 4.5+ and GLSL version 430+).

Project status

This project has (mostly) been abandoned and new big features will not be worked on anytime soon. I intend to rewrite a voxel tracing engine in the future with much cleaner code/syntax and with newer and better acceleration structures so that larger and more detailed worlds can be rendered performantly!

Features Implemented

Rendering

  • Voxel Ray Casting (using the DDA algorithm)
  • Manhattan distance field acceleration structure (Distance field generated using compute shaders on the GPU, so it can be generated dynamically.)
  • Deferred rendering pipeline

Lighting

  • Direct lighting based on the Cook torrance BRDF
  • Path traced lighting (Direct shadows, Global Illumination, Rough/Smooth reflections and Ambient Occlusion)
  • Spherical harmonic projection for indirect lighting for detailed lighting
  • (Approximate) Screenspace Subsurface Scattering
  • Dynamic semi-realistic atmosphere/sky rendering

Denoising

  • Temporal Denoiser (used for Pathtraced Lighting, Volumetric Clouds and Antialiasing)
  • Screenspace Spatial Denoiser (SVGF, Atrous, Gaussian and other specialized denoisers for direct shadow/reflections)

Post Process

  • AO : SSAO
  • Misc : DOF, Bloom, Bloom spikes, Lens flare, Chromatic aberration, Basic SS god rays, night stars and nebula
  • Image : Contrast Adaptive Sharpening (Based on AMDs work.)
  • Anti Aliasing : FXAA, TXAA/TAA-U
  • Other Effects : Tonemapping, Gamma correction, color dithering, color grading, purkinje effect, film grain

Volumetrics

  • Volumetric Clouds
  • LPV for volumetrics from light sources (will be used for distant lighting or performant second bounce gi in the future)

Others

  • Basic Particle system
  • 3D Sound
  • Material/Block database system (with around 100 block types with 512x512 textures (Albedo, normals, metalness, roughness, indirect occlusion & displacement))
  • Procedural Terrain Generation (Plains, superflat)
  • World saving/loading
  • Minecraft world loading

Half Implemented / WIP Features

  • Histogram based auto exposure
  • Anisotropic raytraced reflections (for materials such as brushed metal, based on Disney Principled BRDF)

Todo Features / QOL Improvements

  • Glass/water with stochastic refractions
  • Worldspace MIS

Performance Metrics

  • 30 FPS on a Vega 11 iGPU (on the Low preset)
  • 90-100 FPS on an RTX 3050 GPU (on the Low preset, achieves 75 FPS on the medium preset)

Note

  • This project is still very experimental, it is not a finished product as of yet.
  • This engine has NOT been tested on Intel GPUs/iGPUs.
  • This engine requires OpenGL 4.5+, if the window fails to initialize, then there is a good chance that your GPU does not support the required OpenGL version.
  • If you want to report an issue/bug, then you can contact me on discord or, alternatively, via email. (See github profile page)
  • See Controls.txt for the controls (Or look at the console when you start up the program.)
  • You can download a release from the RELEASES tab. (Make sure to read the notes before launching the engine)

Credits (Testing, programming and understanding)

License

  • MIT License. (See LICENSE in repository)

Notice

This project is purely educational. I own none of the assets. All the rights go to their respective owners.

Screenshots


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Supporting

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