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Physically based offline path tracer made in Vulkan with Ray Tracing Pipeline extension. It uses energy conserving BSDF with Diffuse, Dielectric, Metallic and Glass lobes + volumetric scattering. Renders can also be saved as png images. There's also a small writeup on how exactly the participating media is being rendererd if you're interested.
git clone --recursive https://github.com/Zydak/Vulkan-Path-Tracer
cd Vulkan-Path-Tracer
mkdir build
cd build
cmake .. -DCMAKE_POLICY_VERSION_MINIMUM=3.5
Then open generated Visual Studio solution and build.
[!NOTE] On some versions of msvc the OpenVDB library won't build. You might get an error on line 1935 inside GridBuilder.h. You can comment that line out since it doesn't do anything significant.
// static_assert(util::is_same::type>::value, "GridBuilder: mismatched ValueType");
git clone --recursive https://github.com/Zydak/Vulkan-Path-Tracer
cd Vulkan-Path-Tracer
mkdir build
cd build
cmake .. -DCMAKE_POLICY_VERSION_MINIMUM=3.5
make
Executable will be in build/Debug/VulkanPathTracer.

$ claude mcp add Vulkan-Path-Tracer \
-- python -m otcore.mcp_server <graph>