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This directory contains Chris Wyman's shader tutorials from the SIGGRAPH 2018

Course
"Introduction to DirectX Raytracing." Please visit the course webpage
(http://intro-to-dxr.cwyman.org)
or Chris' webpage (http://cwyman.org) to get more details, updated code, more
descriptive
code walkthroughs, prebuilt tutorial binaries, course presentations, and other
information
about the course.

Please read this document carefully before trying to build our tutorials. Given
DirectX
Raytracing is not fully finalized and stablized, building code that relies on it is
still
somewhat complex and can fail in surprising ways. We have tried to specify all
requirements
and caveats, to avoid pain in getting started, and we will update this tutorial
code as
requirements change. Please contact Chris if you run into unexpected troubles not
covered below.

Also note: None of the tutorial examples are intended to demonstrate best
practices for
highly optimized performance. These samples are optimized to provide an easy
starting point,
clarity, and general code readability (rather than performance).

Source code for our tutorials and shaders is licensed under a BSD license. Models,
textures,
and other resources have their own licenses (see 'Acknowledgements' below).

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Software/Hardware Requirements:
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1) Windows 10 RS4.
* If you run "winver.exe" you should have Version 1803 (OS Build 17134)
* The tutorials do *not* yet run on (prerelease) versions of Win 10 RS5.
* Later releases will run on Win 10 RS5, once I have time to rebuild and test
them there.

2) For now, Windows needs to be in "Developer Mode"


* Go to "PC Settings" -> "Updates & Secrity" -> "For developers".
* Toggle to "Developer Mode"

3) Microsoft Visual Studio 2017


* The free Community Edition has been tested to work.

4) Windows 10 SDK 10.0.16299.91


* Download here: https://developer.microsoft.com/en-us/windows/downloads/sdk-
archive
* Note: Later SDK versions *probably* work, but you would need to change each
Visual
Studio project to look for the SDK you download, rather than 10.0.16299.91.
(Do this
under Project -> Properties -> Config Properties -> General -> Window SDK
Version)
5) A graphics card supporting DirectX Raytracing
* Currently, limited to newer NVIDIA cards.
* Eventually, the tutorials should work via the software fallback. They don't
yet.
I expect after moving to Windows 10 RS5, the software fallback will be
easier to link
to simultaneously with vendor-supported DXR drivers.

6) An NVIDIA driver that natively supports DirectX Raytracing


* Includes public drivers after version 396, though we recommend version 400
or later.
* When we can build and test on the software fallback layer, we will provide
some guidance
on required drivers for other hardware.

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Getting started:
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Satisfying the requirements above, you're ready to get started.

You should be able to unzip the tutorials directory almost anywhere. However, we
have run into
problems with the build scripts if the install directory contains spaces. For now,
I suggest
avoiding that.

Before compiling, you need to download the other Falcor dependencies. I suggest
you do this by
running the "update_dependencies.bat" in the "Falcor/" directory. It should
download a bunch of
packages and put them in "Falcor/Framework/Externals/" and "Falcor/Media/". The
Visual Studio
solution will call this script for you via a pre-build step, but it sometimes gives
confusing error
messages when starting a parallel build. This is not a problem if you run the
script manually.

Open the Visual Studio solution "DirectXRaytracingTutorials.sln", and build.

Most tutorials load a default scene (the "modern living room" from Benedikt
Bitterli's page).
We also include one other simple scene in directory "Falcor/Media/Arcade/".
Additional, more complex
scenes can be downloaded from the Open Research Content Archive:
* https://developer.nvidia.com/orca
* https://developer.nvidia.com/orca/amazon-lumberyard-bistro
* https://developer.nvidia.com/orca/nvidia-emerald-square
* https://developer.nvidia.com/ue4-sun-temple

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Troubleshooting:
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A) Visual Studio gives "Error MSB3073" when building. This is an issue with the
pre-build
step, and we've seen it in the following cases:
* The installation directory name (or parent directories) contains a space.
* You ran a parallel build; our pre-build script gets called for each tutorial
and fails
on all except the first. This is usually a one-time error and rebuilding
solves the problem.
* There are installation problems with the dependencies. Remove the
"Falcor/Media/" directory
and all subdirectories in the "Falcor/Framework/Externals/" directory and
rerun the
"update_dependencies.bat" in the "Falcor/" directory.

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Acknowledgements:
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The desert HDR environment map (MonValley Dirtroad) is provided from the sIBL
Archive under a
Creative Commons license (CC BY-NC-SA 3.0 US). See
http://www.hdrlabs.com/sibl/archive.html

The included "pink_room" scene is named 'The Modern Living Room' by Wig42 on
Benedikt Bitterli's
webpage (https://benedikt-bitterli.me/resources/). It has been modified to match
the Falcor
material system. This scene was released under a CC-BY license. It may be copied,
modified and
used commercially without permission, as long as: Appropriate credit is given to
the original author
The original scene file may be obtained here:
http://www.blendswap.com/blends/view/75692

The moon texture came from here under CC BY 4.0 license:


https://www.solarsystemscope.com/textures/

The earth texture is public domain from here:


http://www.shadedrelief.com/natural3/pages/textures.html

The normal map texture is licensed CC0 from here:


https://texturehaven.com/textures/

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