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). ---------------------------------------------------------------------------------------------- Software/Hardware Requirements: ---------------------------------------------------------------------------------------------- 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. ---------------------------------------------------------------------------------------------- Getting started: ---------------------------------------------------------------------------------------------- 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 ---------------------------------------------------------------------------------------------- Troubleshooting: ---------------------------------------------------------------------------------------------- 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. ---------------------------------------------------------------------------------------------- Acknowledgements: ---------------------------------------------------------------------------------------------- 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/