(Very) Naive implementation of Reflective Shadow Map for Global Illumination without Screen-space interpolation or any optimization. This demo is based on Cauldron Framework, and it only exploits Vulkan backend.
The following packages need to be installed in order to run this demo.
- CMake 3.16
- Visual Studio 2017
- Windows 10 SDK 10.0.18362.0 (for DirectXMath)
- Vulkan SDK 1.2.131.2
- Create blank directory on the root directory of this repository. Let's say
build/for example. - Change directory to
build/, and runcmake ... - Now you will see a Visual Studio solution file. Open it and build.
- The execution file will be in
bin/at the root directory. (Or you can also execute it via Visual Studio Local Debugger.)
Carsten Dachsbacher and Marc Stamminger. 2005. Reflective shadow maps. In Proceedings of the 2005 symposium on Interactive 3D graphics and games (I3D '05). Association for Computing Machinery, New York, NY, USA, 203–231. DOI:https://doi.org/10.1145/1053427.1053460
