46 lines
1.4 KiB
Markdown
46 lines
1.4 KiB
Markdown

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Inferno HART (Hardware Accelerated RayTracing) will revolutionise the way we write application-specific raytracing applications with a clear and distinct abstraction between the core renderer, Inferno and the HART layer.
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Seperating Inferno and HART allows us to create the HART which can implement an accelerator for the ray-triangle intersection. Allowing for custom RayTracing silicon to be utilised WITHOUT changing the code code, nor the Global Illumination code, which can be also run on anything.
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This combined with it's full functionality through Julia makes Inferno HART a very expansible and sleek pathtracing engine.
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## Features
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## Building
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Create a build directory `inferno-hart/build/`
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### Windows
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Install [VCPKG](https://vcpkg.io/en/getting-started.html)
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- Install OpenGL
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- Install GLFW3
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`cd build`
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Set up compiler with `cmake .. "-DCMAKE_TOOLCHAIN_FILE=[path to vcpkg]/scripts/buildsystems/vcpkg.cmake" -G "VS Version"`
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Compile with `cmake --build . --config Release/Debug/RelDebInfo`
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## Linux (x64)
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Install GLFW3 via your favorite package manager
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`cd build`
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Set up compiler with `cmake ..`
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compile with `make -j[threads]`
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## Technologies
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- OpenGL, utilised with GLAD and GLFW
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- ImGui for lovely GUI
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- YOLO for lovely logging
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## Acknowledgements
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