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Rendu Documentation

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⚠️ Rendu has recently been moved from OpenGL to Vulkan. This is a work in progress: all apps should be running properly albeit at subpar performances. Improvements will be added in the near future. The legacy version can be found on the opengl branch.

Example of included demos

Rendu is a rendering engine designed for experimentation. The computer graphics academic and industrial litterature is full of interesting techniques and approaches than can be cumbersome to implement without some basic building blocks. This project aims to provide those building blocks, along with examples of interesting methods or papers. It also contains more general demo applications, such as a small snake game or a gamepad configurator. See it in action: video (Youtube).

Rendu requires Vulkan 1.1 and builds on macOS (main test machine), Windows (regular testing) and Linux. After cloning the Rendu repository, see the Building section to get the engine running! You can also check the full documentation.

Basic resources to run each project are included in this repository, but you can download many additional scenes from an auxiliary repository for some of the applications.

Projects

Applications

NameDescription
Physically based renderingPBR demo preview Real-time rendering of a scene with 'physically-based' materials (GGX BRDF introduced in Microfacet Models for Refraction through Rough Surfaces, Walter et al., 2007, with support for anisotropy, clearcoat, subsurface...), using deferred or forward rendering, real-time lighting environment and shadows update, and an HDR pipeline with bloom, depth of field and ambient occlusion.
Path TracerPath tracer preview Offline unidirectional path tracing for textured materials using Lambert+GGX BRDF with importance sampling. Supports stratified sampling, jittering, next event estimation, environment lighting contribution, emissive objects. Relies on a raycaster with a BVH for fast intersection queries against triangular meshes. Comes with an interactive viewer where the BVH levels can be displayed, and the camera placed for rendering.
Island and ocean renderingIsland and ocean preview Real-time rendering of an ocean and island, using tessellation, Gerstner waves, custom sand and water shading. Underwater rendering is achieved using absorption/scattering tables, depth based blur and caustics mapping. Sand rendering is performed using high-frequency detail data and triplanar mapping.
Image FilteringImage filtering preview Apply filters to an image, such as gaussian blur, box-blur, approximate flood-fill (Jump Flooding in GPU with Applications to Voronoi Diagram and Distance Transform, Rong et al., 2006) and poisson filling (Convolution Pyramids, Farbman et al., 2011), etc.
Shader playgroundShader bench preview Interactive shader viewer with editable inputs (uniforms, textures) and camera parameters for raymarching, noise generation,...
Atmospheric scatteringAtmospheric scattering preview Realistic atmosphere rendering with Rayleigh and Mie scattering (Precomputed Atmospheric Scattering, Bruneton et al., 2008). Support on-the-fly lookup table updates and export.
Snake GameSnake game preview A basic game of snake, demonstrating game menus, player state, batched rendering.
Stencil demoStencil demo preview An example of using the stencil buffer for counting primitives, creating a black and wide stylized scene rendering.

Tools

NameDescription
Image viewerImage viewer preview Basic image viewer and editor for LDR and HDR images, supporting rotations, channels toggling, color picking.
BRDF EstimatorBRDF tool preview Compute data for image-based lighting from an environment map: pre-convolved irradiance, BRDF look-up table, ambient lighting spherical harmonics decomposition.
Controller mapperController tool preview Interface to create and edit controller button/stick mappings.
Shader validatorShader validator preview Perform per-shader compilation against the GPU driver and reports errors in an IDE-compatible fashion.
PlaygroundPlayground preview Simple application setting up a rendering context for small experimentations.

Building

This project use premake5 (premake.github.io) for generating the workspace and projects files. After cloning Rendu, move to the root of the repository and run

premake5.exe [vs2019 | xcode | make | ...]

To generate the desired workspace in the build directory.

The documentation (access it at docs/index.html) relies on Doxygen being installed. Generate it with

premake5 docs

You can clean the build directory with

premake5 clean

All non-system dependencies are compiled directly along with the projects. The only exception is gtk3 on Linux.

Features

On a more detailed level, here are the main features you will find in Rendu.

Planned

I would like to add some additional features to Rendu in the near future, mainly to get a better grasp of some techniques and allow for more experimentations.

On a more down-to-earth level, some engineering tasks could also help improve the engine.