## Install Lunarg-SDK and set up enviroment variables
## Arch Linux setup
sudo pacman -S cmake gcc unzip sparsehash glfw glslang gtest boost
mkdir build
cd build
cmake ../
cmake --build . --target all
- PBR rasterization framework
- Mipmap generation
- GLTF import
- Assimp/TinyGLTF
- IBL
- Irradiance integration
- Specular integrationBRDF
- PBR pathtracing framework
- Importance sampling
- Multithreaded execution via Marl
- PBR
- Simple single scattering Cook-Torrance+Lambert BRDF
- Vulkan framework skeleton
- Simple mid level api
- Single threaded single command buffer submission
- Asset pipeline
- Shader reload with inotify/dir_update
- Gizmos
- Translation
- ISPC/Naive path tracing
- Shader preprocessing/reflection
- Auto infer input layout
- Generate data structures with paddings
- PBR rasterization framework
- Lightprobes
- AO, SSR
- Light sources
- Point/Quad/Sphere/Directed/tube light via LTC
- PBR pathtracing framework
- Fix multithreading issues
- Solve simultaneous writes to the frame buffer
- SAH BVH
- Light sources
- Point/Quad/Sphere/Directed/tube light
- Fix multithreading issues
- PBR
- Multiple scattering Cook-Torrance BRDF
- Transparent objects/participating media
- Emittance materials
- Asset pipeline
- Shader reload with inotify/dir_update
- Increase granularity
- Don't crash if compilation fails
- Shader reload with inotify/dir_update
- Vulkan framework skeleton
- Multi-threaded multi-command buffer submission
- Gizmos
- Rotation
- Sculpting
- Sparse surface splats
Real Shading in Unreal Engine 4
Image Based Lighting with Multiple Scattering
A Multiple-Scattering Microfacet Model forReal-Time Image-based Lighting
SIGGRAPH 2013 Course: Physically Based Shading in Theory and Practice
SIGGRAPH 2017 Course: Physically Based Shading in Theory and Practice
Real-Time Polygonal-Light Shading with Linearly Transformed Cosines
Real-Time Polygonal-Light Shading with Linearly Transformed Cosines Blog post
Vulkan Synchronization Primer - Part I
Vulkan Synchronization Primer - Part II
GPU Zen 2: Advanced Rendering Techniques
Veach: Multiple importance sampling
Past, Present and Future Challenges of Global Illumination in Games
Stochastic Screen-Space Reflections
https://sketchfab.com/3d-models/aladren-male-bust-3e42f8636e9f44a9a943ae480015a85f
https://sketchfab.com/3d-models/arc-pulse-core-22e55de3be0c46caad827774109572f5
https://sketchfab.com/3d-models/dieselpunk-hovercraft-43fcdb424fe749ae8a576e9b29983d8a
https://sketchfab.com/3d-models/demon-in-thought-3d-print-c7f4522818a84a559472b8db2268fc4a
https://sketchfab.com/3d-models/one-angery-dragon-boi-e590e148d35e4e589c6aca7d5e87ab9e
https://sketchfab.com/3d-models/vintage-record-player-6f3b6984c2f74d64b08833b5f61c2253
Models downloaded from Morgan McGuire's Computer Graphics Archive
Models downloaded from free3d
Cubemaps downloaded from hdrihaven
Models downloaded from glTF-Sample-Models