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BlackPearl Engine

BlackPearl Engine is a dynamic GI rendering engine to simulate different dynamic GI algorithm,such as light probe based GI,voxel cone tracing GI,image based lighting, sparse voxel octree cone tracing.You can select the algorithm you want to simulate in SandBox.

Get start

  1. run GenerateProject.bat to set up visual studio project,it is only for Windows now.
  2. select the GI algorithom in SandBox.cpp(openGL supported algorithm) or SandBoxDX.cpp (directX supported GI algorithm.such as DXR)

SandBox.cpp

class SandBox :public BlackPearl::Application {
public:

	SandBox(HINSTANCE hInstance,int nShowCmd, BlackPearl::DynamicRHI::Type rhiType, const std::string &renderer)
	:Application(hInstance, nShowCmd, rhiType, renderer){
		
		BlackPearl::Layer* layer = NULL;
		const std::string layer_name = renderer+"Layer";
		if (renderer == "ShadowMapPointLight") {
			layer = DBG_NEW ShadowMapPointLightLayer(layer_name);
		}
		else if(renderer == "VoxelConeTracing"){
			layer = DBG_NEW VoxelConeTracingLayer(layer_name);
		}
		else if (renderer == "PbrRendering") {
			layer = DBG_NEW PbrRenderingLayer(layer_name);
		}
		else if (renderer == "IBLRendering") {
			layer = DBG_NEW IBLRenderingLayer(layer_name);
		}
		else if (renderer == "IBLProbesRendering") {
			layer = DBG_NEW IBLProbesRenderingLayer(layer_name);
		}
		else if (renderer == "VoxelConeTracingDeferred") {
			layer = DBG_NEW VoxelConeTracingDeferredLayer(layer_name);
		}
		else if (renderer == "VoxelConeTracingSVO") {
			layer = DBG_NEW VoxelConeTracingSVOLayer(layer_name);
		}
		else if (renderer == "RayTracing") {
			layer = DBG_NEW RayTracingLayer(layer_name);
		}

		GetLayerManager()->PushLayer(layer);
	}
	virtual ~SandBox() = default;

};

BlackPearl::Application* BlackPearl::CreateApplication(HINSTANCE hInstance, int nShowCmd) {

	return DBG_NEW SandBox(hInstance, nShowCmd, BlackPearl::DynamicRHI::Type::OpenGL, "IBLProbesRendering");

}

SandBoxDX.cpp

class SandBoxDX :public BlackPearl::Application {

public:

	SandBoxDX(HINSTANCE hInstance,int nShowCmd, BlackPearl::DynamicRHI::Type rhiType, const std::string &renderer)
	:Application(hInstance, nShowCmd, rhiType, renderer){
		
		BlackPearl::Layer* layer = NULL;
		const std::string layer_name = renderer+"Layer";

		if (renderer == "D3D12RayTracing") {
			layer = DBG_NEW D3D12RayTracingLayer(layer_name);
		}
		else if (renderer == "D3D12RayTracingCube") {
			layer = DBG_NEW D3D12RayTracingCubeLayer(layer_name);
		}
		else if (renderer == "D3D12RayTracingModelLayer") {
			layer = DBG_NEW D3D12RayTracingModelLayer(layer_name);
		}
		else if (renderer == "D3D12BasicRenderLayer") {
			layer = DBG_NEW D3D12BasicRenderLayer(layer_name);
		}

		GetLayerManager()->PushLayer(layer);
	}
	virtual ~SandBoxDX() = default;

};

BlackPearl::Application* BlackPearl::CreateApplication(HINSTANCE hInstance, int nShowCmd) {
	return DBG_NEW SandBoxDX(hInstance, nShowCmd, BlackPearl::DynamicRHI::Type::D3D12, "D3D12BasicRenderLayer");

}

  1. set the SandBox or SandboxDX as the start porject in visual studio

  2. play your games! ^-^

Environment

  1. NVIDIA GeForce RTX 2060/PCIe/SSE2
  2. Windows 10
  3. OpenGL Version :4.5.0

Featrues

  1. IBL
  2. voxel cone tracing
  3. light probe GI
  4. DXR
  5. Mesh shader
  6. Batch rendering
  7. Indirect rendering
  8. Deffered rendering
  9. PBR material
  10. Simple Shadowmap
  11. Terrain
  12. ECS

Documentation

Dynamic Global illumination PPT-DXT00 Master thesis

https://github.com/DXT00/BlackPearl-Rendering-Engine/blob/master/Dynamic%20Global%20illumination%20PPT-DXT00%20Master%20thesis.pdf

Light probe GI

separate diffuse probe and reflection probe

lightprobe_diffuse+specular

sort diffuse probe based on Areas

lightprobe_Map

cache object's nearyby diffuse probes

lightprobe_diffuse+specular

set reflection probe for each specular object,update specular probe every frame+ update a diffuse probe per frame,probe grid 4x2x4

dynamic enviroment light ---> day and night shifting lightprobe_update_one_diffuse_probe_per_frame

Voxel Cone Tracing - 3D texture cone tracing

3Dtexture_coneTracing

indirect specular light

3Dtexture_coneTracing

indirect diffuse light

3Dtexture_coneTracing

GPU Raytracing

reference: ToyRTX https://github.com/Ubpa/ToyRTX

Dielectric bunny gpu_raytracing_bvh_node_MATERAIL1

DirectX Raytracing - RTX

DXR pipline rendering

DXR pipline rendering

Mesh Shader

Support meshlet rendering

meshlet rendering

batch rendering

per object rendering:

per object rendering

batch rendering:

batch rendering only need 9 drawcalls,and maintain 60 fps. improve (objs num/batch num) performance per object rendering

Terrain rendering

Terrain rendering

MultiIndirect DrawCall rendering

rendering dynamic objs:

since the transform matrix needs to be updated every frame ,can only reach 20 fps Terrain rendering

rendering static objs:

upload all data to gpu once, can reach 60 fps Terrain rendering

GPU Driven hiz culling

hiz culling

PCSS

pcss

Cloud rendering

cloud

SSR

cloud