2022-11-18 16:49:40 +00:00
2022-11-17 17:37:42 +00:00
2022-10-19 22:51:20 +01:00
2022-11-17 17:37:42 +00:00
2022-11-08 00:14:51 +00:00
2022-11-18 16:49:40 +00:00
2022-11-17 17:37:42 +00:00

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.

Seperating Inferno and HART allows us to create first an ART (Accelerated RayTracing) layer which handles both the tracing and the BRDF, as well as the HART which can implement an accelerator for the tracing. Allowing for custom RayTracing silicon to be utilised WITHOUT changing the code code, nor the Global Illumination code.

This combined with it's full functionality through Julia makes Inferno HART a very nice pathtracing engine.

Features

Building

Create a build directory inferno-hart/build/

Windows

Install VCPKG

  • Install OpenGL
  • Install GLFW3

cd build

Set up compiler with cmake .. "-DCMAKE_TOOLCHAIN_FILE=[path to vcpkg]/scripts/buildsystems/vcpkg.cmake" -G "VS Version"

Compile with cmake --build . --config Release/Debug/RelDebInfo

Linux (x64)

Install GLFW3 via your favorite package manager

cd build

Set up compiler with cmake ..

compile with make -j[threads]

Technologies

  • OpenGL, utilised with GLAD and GLFW
  • ImGui for lovely GUI
  • SPDLog for lovely logging

Acknowledgements

Description
Inferno v3.0 Hardware Accelerated RayTracing
Readme 80 MiB
Languages
C++ 95.6%
CMake 3.3%
GLSL 1.1%