Riche is an experimental Vulkan renderer focused on modern GPU rendering techniques, batching, culling, mesh shaders, ray-traced shadows, and runtime texture generation experiments.
The current demo compares the basic rendering pipeline with the batched pipeline. In the captured scene, batching improves the frame rate from roughly 33 FPS to 127 FPS.
- View-frustum culling.
- Occlusion query culling and Hi-Z occlusion culling with compute shaders.
- Batch-based rendering with indirect draw buffers.
- Meshlet rendering through Vulkan mesh shaders.
- Ray-traced shadow experiments.
- Runtime texture replacement using Tiny Stable Diffusion.
- Windows with Visual Studio 2022.
- CMake 3.24 or newer.
- Vulkan SDK 1.3.290.0 or compatible.
- A GPU and driver with Vulkan support for the enabled rendering features.
Configure the Visual Studio project with CMake:
cmake --preset vs2022-x64Build Debug or Release:
cmake --build --preset vs2022-debug
cmake --build --preset vs2022-releaseThe generated solution is located at:
build/vs2022-x64/RicheVulkan.sln
The executable is written to build/vs2022-x64/<Config>/Riche.exe.
Shader SPIR-V files can be regenerated with the optional shader target:
cmake --build build\vs2022-x64 --config Debug --target RicheShaders