Physically based Monte Carlo path tracer written with the HIPRT and Orochi libraries.
HIPRT is AMD's equivalent to OptiX. It allows the use of the ray tracing accelerators of RDNA2+ AMD GPUs and can run on NVIDIA devices as well (although it wouldn't take advatange of RT cores) as it is not AMD specific.
The Orochi library allows the loading of HIP and CUDA libraries at runtime meaning that the application doesn't have to be recompiled to be used on a GPU from a different vendor (unlike HIP which would require a recompilation + linking).
- AMD RDNA1 GPU or newer (RX 5000 or newer) or NVIDIA Maxwell GPU or newer (GTX 700 & GTX 900 Series or newer)
- Visual Studio 2022 (only version tested but older versions might work as well) on Windows
- Disney BSDF (Diffuse, fake subsurface, metallic, roughness, anisotropy + anisotropy rotation, clearcoat, sheen, glass, volumetric Beer-Lambert absorption, ...) [Burley, 2015]
- Cook Torrance BRDF (metallic & roughness)
- Oren Nayar diffuse model
- Specular dielectrics
-
Light sampling (emissive geometry):
- Uniform light sampling for direct lighting
- Resampled Importance Sampling (RIS) [Talbot, 2005]+ Weighted Reservoir Sampling (WRS) for many light sampling + [M. T. Chao, 1982]
- HDR Environment map + Multiple Importance Sampling using
- CDF-inversion binary search
-
BSDF sampling:
- Importance sampling
- Multiple importance sampling
- Smith GGX Sampling:
- Visible Normal Distribution Function (VNDF) [Heitz, 2018]
- Spherical caps VNDF Sampling [Dupuy, Benyoub, 2023]
- Texture support for all the parameters of the BSDF
- Normal mapping
- Nested dielectrics support
- Automatic handling as presented in [Ray Tracing Gems, 2019]
- Handling with priorities as proposed in [Simple Nested Dielectrics in Ray Traced Images, Schmidt, 2002]
- Per-pixel adaptive sampling
- Intel Open Image Denoise + Normals & Albedo AOV support
- Interactive ImGui interface
- Asynchronous interface to guarantee smooth UI interactions even with heavy path tracing kernels
- Interactive first-person camera
- Different frame-buffer visualization (visualize the adaptive sampling map, the denoiser normals / albedo, ...)
- Use of the [ASSIMP] library to support many scene file formats.
- Optimized application startup time with:
- Multithreaded texture loading
- Asynchronous path tracing kernel compilation
- Shader cache to avoid recompiling kernels unnecessarily
Some of the features are presented in more details in my blog posts!
Nothing to do, go to the "Compiling" step.
To build the project on NVIDIA hardware, you will need to install the NVIDIA CUDA SDK v12.2. It can be downloaded and installed from here.
The CMake build then expects the CUDA_PATH environment variable to be defined. This should automatically be the case after installing the CUDA Toolkit but just in case, you can define it yourself such that CUDA_PATH/include/cuda.h is a valid file path.
- Install OpenGL, GLFW and glew dependencies:
sudo apt install freeglut3-dev
sudo apt install libglfw3-dev
sudo apt install libglew-dev
- Install AMD HIP (if you already have ROCm installed, you should have a
/opt/rocm
folder on your system and you can skip this step):
Download amdgpu-install
package: https://www.amd.com/en/support/linux-drivers
Install the package:
sudo apt install ./amdgpu-install_xxxx.deb
Install HIP:
sudo amdgpu-install --usecase=hip
- Normally, you would have to run the path tracer as
sudo
to be able to acces GPGPU compute capabilities. However, you can save yourself the trouble by adding the user to therender
group and rebooting your system :
sudo usermod -a -G render $LOGNAME
- Install OpenGL, GLFW and glew dependencies:
sudo apt install freeglut3-dev
sudo apt install libglfw3-dev
sudo apt install libglew-dev
- Install the NVIDIA CUDA SDK (called "CUDA Toolkit"). It can be downloaded and installed from here.
With the pre-requisites fulfilled, you now just have to run the CMake:
git clone https://github.com/TomClabault/HIPRT-Path-Tracer.git --recursive
mkdir build
cd build
cmake ..
On Windows, a Visual Studio solution will be generated in the build
folder that you can open and compile the project with (select HIPRTPathTracer
as startup project).
On Linux, the executable will be generated in the build
folder.
./HIPRT-Path-Tracer
The following arguments are available:
<scene file path>
an argument of the commandline without prefix will be considered as the scene file. File formats supported.--sky=<path>
for the equirectangular skysphere used during rendering (HDR or not)--samples=N
for the number of samples to trace (this argument is CPU-rendering only)--bounces=N
for the maximum number of bounces in the scene (this argument is CPU-rendering only)--w=N
/--width=N
for the width of the rendering (this argument is CPU-rendering only)--h=N
/--height=N
for the height of the rendering (this argument is CPU-rendering only)
Sources of the scenes can be found here.
GNU General Public License v3.0 or later
See COPYING to see the full text.