this input node cannibalises quakespasm to read quake input geometry and
textures. the data is sent to vulkan ray tracing kernels. you can try
vkdt examples/quake.cfg to test it. requires a bluenoise input texture, see below.
also it assumes that you have the original game data installed in
/usr/share/games/quake/. this module is optional, you need to have compiled
for added fun, you may want to install the excellent arcane dimensions
mod. it installs additional
pak files to
/usr/share/games/ad. for more detailed textures, get the hd
textures from the quake revitalisation
place these in the
/usr/share/games/ad subdirectory too, use consecutive
numbers in the pak filenames. i don't know how these interact with the
newfangled re-release of quake, so be sure to use the original game paks from
your 1996 cdrom in your drawer. to run arcane dimensions, use the
the rendering core implements guided importance sampling as described in the paper
Markov Chain Mixture Models for Real-Time Direct Illumination.
Dittebrandt et al., CGF (Eurographics Symposium on Rendering), 42(4), 2023.
if you run this through the cli, be sure to pass
--audio (before the
--output option), since the audio callback does gamelogic stuff (worldspawn)
that can only be done outside the video graph processing.
for instance, render to jpg image and only output the last frame:
vkdt cli --last-frame-only -g examples/quake.cfg --audio quake.aud --format o-jpg \ --output main --config frames:40 fps:24
or, to render out a video directly:
vkdt cli -g examples/quake.cfg --format o-ffmpeg --filename qu.vid --audio qu.aud \ --output main --config frames:3000 fps:24 ffmpeg -i qu.vid_0001.h264 -f s16le -sample_rate 44100 -channels 2 -i qu.aud \ -c:v copy quake.mp4
-r 60 before
-ito resample for different frame rate)
-c:v copy by
-vcodec libx264 -crf 27 -preset veryfast for compression)
you probably want to use the
svgf module to remodulate
the albedo and apply temporal anti aliasing after this module.
these are taken with the hd textures and the ad mod, using an rtx 2080ti device.
outputthe rendered frame, irradiance part. this is not a source because it doesn't require cpu copy (rendered on gpu directly)
blueblue noise input textures. see this github issue for an example file
aovthe demodulated albedo, to be multiplied to output after denoising
mvinput estimated motion vectors here, see the
gbufwill write gbuffer information here: normal, depth, two moments of irradiance
debugrandomly changing debug pixels, as i change my mind
camgrab the mouse/keyboard input to play the game
pauseframe number after which to pause the game. useful for reference renders. will also set a fixed quake time per frame. zero means no pause
execcommand string to execute after loading quake. use with cli/config files. accepts ';' separated lists of commands
refreference render mode. either use guided vMF mixture models or reference/plain cosine hemisphere sampling
wdthe width of the rendered image in pixels
htthe height of the rendered image in pixels