Falcor is a real-time rendering framework supporting DirectX 12. It aims to improve productivity of research and prototype projects.
Features include:
- Abstracting many common graphics operations, such as shader compilation, model loading, and scene rendering
- DirectX Raytracing abstraction
- Render Graph system
- Python scripting
- Common rendering effects such as shadows and post-processing effects
- Unbiased path tracer
- Integration of various RTX SDKs: DLSS, RTXGI, RTXDI, NRD
- Windows 10 version 20H2 (October 2020 Update) or newer, OS build revision .789 or newer
- Visual Studio 2019
- Windows 10 SDK (10.0.19041.0) for Windows 10, version 2004
- A GPU which supports DirectX Raytracing, such as the NVIDIA Titan V or GeForce RTX
- NVIDIA driver 466.11 or newer
Optional:
- Windows 10 Graphics Tools. To run DirectX 12 applications with the debug layer enabled, you must install this. There are two ways to install it:
- Click the Windows button and type
Optional Features
, in the window that opens clickAdd a feature
and selectGraphics Tools
. - Download an offline package from here. Choose a ZIP file that matches the OS version you are using (not the SDK version used for building Falcor). The ZIP includes a document which explains how to install the graphics tools.
- Click the Windows button and type
- NVAPI, CUDA, OptiX (see below)
Falcor uses the CMake build system. Additional information on how to use Falcor with CMake is available in the CMake development documetation page.
If you are working with Visual Studio, you can setup a native Visual Studio solution by running setup_vs2019.bat
(or setup_vs2022.bat
, same process) after cloning this repository. The solution files are written to build/windows-vs2019-d3d12
and the binary output is located in build/windows-vs2019-d3d12/bin
.
By default, the solution is configured to use the native D3D12 rendering backend. Alternatively, you can setup additional solutions for the GFX backends by running setup_vs2019.bat gfx-d3d12
or setup_vs2019.bat gfx-vk
. Note that each configuration is setting up a separate build tree, so it's easy to switch between different backends during development.
If you are working with Visual Studio Code, run setup.bat
after cloning this repository. This will setup a VS Code workspace in the .vscode
folder with sensible defaults (only if .vscode
does not exist yet). When opening the project folder in VS Code, it will prompt to install recommended extensions. We recommend you do, but at least make sure that CMake Tools is installed. To build Falcor, you can select the configure preset by executing the CMake: Select Configure Preset action (Ctrl+Shift+P). Choose the Windows Ninja/MSVC D3D12 preset (or one for a different rendering backend). Then simply hit Build (or press F7) to build the project. The binary output is located in build/windows-ninja-msvc-d3d12/bin
.
Warning: Do not start VS Code from Git Bash, it will modify the PATH
environment variable to an incompatible format, leading to issues with CMake.
Falcor uses CMake Presets store in CMakePresets.json
to provide a set of commonly used build configurations. You can get the full list of available configure presets running cmake --list-presets
:
$ cmake --list-presets
Available configure presets:
"windows-vs2019-d3d12" - Windows VS2019 D3D12
"windows-vs2019-gfx-d3d12" - Windows VS2019 GFX-D3D12
"windows-vs2019-gfx-vk" - Windows VS2019 GFX-VK
"windows-vs2022-d3d12" - Windows VS2022 D3D12
"windows-vs2022-gfx-d3d12" - Windows VS2022 GFX-D3D12
"windows-vs2022-gfx-vk" - Windows VS2022 GFX-VK
"windows-ninja-msvc-d3d12" - Windows Ninja/MSVC D3D12
"windows-ninja-msvc-gfx-d3d12" - Windows Ninja/MSVC GFX-D3D12
"windows-ninja-msvc-gfx-vk" - Windows Ninja/MSVC GFX-VK
Use cmake --preset <preset name>
to generate the build tree for a given preset. The build tree is written to the build/<preset name>
folder and the binary output files are in build/<preset name>/bin
.
An existing build tree can be compiled using cmake --build build/<preset name>
.
Note: Some render passes (RTXGI, RTXDI, DLSS in particular) are not fully working with the new Slang GFX backend.
Falcor uses the Microsoft DirectX 12 Agility SDK to get access to the latest DirectX 12 features. Applications can enable the Agility SDK by putting FALCOR_EXPORT_D3D12_AGILITY_SDK
in the main .cpp
file. Mogwai
, FalcorTest
and RenderGraphEditor
have the Agility SDK enabled by default.
To enable NVAPI support, head over to https://developer.nvidia.com/nvapi and download the latest version of NVAPI (this build is tested against version R470).
Extract the content of the zip file into external/packman/
and rename R470-developer
to nvapi
.
To enable CUDA support, download and install CUDA 11.6.2 or later and reconfigure the build.
See the CudaInterop
sample application located in Source/Samples/CudaInterop
for an example of how to use CUDA.
If you want to use Falcor's OptiX functionality (specifically the OptixDenoiser
render pass) download the OptiX SDK (Falcor is currently tested against OptiX version 7.3) After running the installer, link or copy the OptiX SDK folder into external/packman/optix
(i.e., file external/packman/optix/include/optix.h
should exist).
Note: You also need CUDA installed to compile the OptixDenoiser
render pass, see above for details.
Falcor ships with the following NVIDIA RTX SDKs:
- DLSS (https://github.com/NVIDIA/DLSS)
- RTXGI (https://github.com/NVIDIAGameWorks/RTXGI)
- RTXDI (https://github.com/NVIDIAGameWorks/RTXDI)
- NRD (https://github.com/NVIDIAGameWorks/RayTracingDenoiser)
Note that these SDKs are not under the same license as Falcor, see LICENSE.md for details.
FalcorConfig.h
contains some flags which control Falcor's behavior.
FALCOR_ENABLE_LOGGER
- Enable/disable the logger. By default, it is set to1
.FALCOR_ENABLE_PROFILER
- Enable/disable the internal CPU/GPU profiler. By default, it is set to1
.
- Falcor: Falcor's GitHub page.
- Documentation: Additional information and tutorials.
- Rendering Resources A collection of scenes loadable in Falcor (pbrt-v4 format).
- ORCA: A collection of scenes and assets optimized for Falcor.
- Slang: Falcor's shading language and compiler.
If you use Falcor in a research project leading to a publication, please cite the project. The BibTex entry is
@Misc{Kallweit22,
author = {Simon Kallweit and Petrik Clarberg and Craig Kolb and Tom{'a}{\v s} Davidovi{\v c} and Kai-Hwa Yao and Theresa Foley and Yong He and Lifan Wu and Lucy Chen and Tomas Akenine-M{\"o}ller and Chris Wyman and Cyril Crassin and Nir Benty},
title = {The {Falcor} Rendering Framework},
year = {2022},
month = {8},
url = {https://github.com/NVIDIAGameWorks/Falcor},
note = {\url{https://github.com/NVIDIAGameWorks/Falcor}}
}