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LiteRF

implementation of various radiance fields in C++

Build (CPU):

  1. clone this repo:
  2. clone submodules:
    • git submodule init && git submodule update
  3. use Cmake to build project:
    • mkdir cmake-build-release && cd cmake-build-release
    • cmake -DCMAKE_BUILD_TYPE=Release ..
    • make -j 8

Build (GPU):

  1. clone and build kernel_slicer (https://github.com/Ray-Tracing-Systems/kernel_slicer) in some directory

  2. find and use VS Code config 'Launch (LiteRF)' in 'kernel_slicer/.vscode/launch.json':

    • you need to change all paths to your LiteRF sources
    • launch kernel_slicer with this config
    • you can make you own command line script if don't like VS Code configs
    • alternatively you can use bash/bat scripts:
      • bash setup.sh my/path/kernel_slicer/cmake-build-release/kslicer my/path/to/kernel_slicer (once)
      • bash bash run_kslicer.sh
  3. build shaders:

    • cd example_tracer/shaders_generated && bash build.sh
    • or use record 'Build Shaders (GLSL, example_tracer)' in vs code config 'tasks.json': just press 'Ctr+Shift+B'
  4. use Cmake to build project with 'USE_VULKAN' flag == 'ON':

    • mkdir cmake-build-release && cd cmake-build-release
    • cmake -DCMAKE_BUILD_TYPE=Release -DUSE_VULKAN=ON ..
    • make -j 8
    • Note that the program will seek for 'example_tracer/shaders_generated/kernel2D_RayMarch.comp.spv'
    • Therefore you have to run it from LiteRF root folder (what is done by default in VS Code config) or copy appropriate SPIR-V file to get 'cmake-build-release/example_tracer/shaders_generated/kernel2D_RayMarch.comp.spv'

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implementation of various radiance fields in C++

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