/PhantasyEngineTestbed

Experimental CUDA ray tracer -- Deprecated

Primary LanguageC++OtherNOASSERTION

Phantasy Engine Testbed (CUDA Ray Tracing Experiment)

NOTE: THIS IS DEPRECATED! This is a precursor to the current Phantasy Engine, which should be linked to somewhere on PetorSFZ's github profile.

About

This started out as the initial work on a game engine called Phantasy Engine. Later it turned into a joint effort by me (Peter Hillerström - PetorSFZ), Niklas Helmertz (helmertz) and Johan Hasselqvist (Hasselmannen) to build a real-time raytracer in CUDA as a school project.

The current branch (master) is essentially the state we left the project in, a promising start but a lot of way to go. A lot of issues are known, a lot of things are unfinished. It's probably not worth the effort to attempt to build the engine, a pre-compiled binary is available under releases if you want to try it out.

Some features of the CUDA ray tracer:

  • Static scene stored in an SBVH
  • Really optimized ray traversal
  • TAA to reduce noise

Building

Create a directory called build, then run the following command:

cmake .. -G "Visual Studio 14 2015 Win64" -DCUDA_TRACER=TRUE -DPHANTASY_ENGINE_BUILD_TESTS=TRUE

The CUDA_TRACER variable controls whether the CUDA ray tracer backend is built or not. If you don't have a CUDA compatible card this should not be enabled. The PHANTASY_ENGINE_BUILD_TESTS variable controls whether the tests are built or not.