Vulkan RTX Path Tracer

August 20, 2026 · View on GitHub

License Platform C++ Vulkan

Open-source Vulkan RTX path tracer and PBR material reference for glTF 2.0 — with a built-in glTF scene editor for non-destructive hierarchy manipulation, material authoring, and save-back to glTF; AI denoising, and support for 33+ glTF extensions.

Vulkan RTX Path Tracer & glTF Scene Editor

A production-quality Vulkan ray tracing renderer and glTF PBR material reference for glTF 2.0 scenes. Comes with a built-in glTF scene editor — edit scene hierarchies, author PBR materials, apply transforms with a gizmo, and save back to glTF — backed by a high-fidelity RTX path tracer with DLSS Ray Reconstruction and OptiX AI Denoiser. Built for graphics developers who want a reference they can study, profile, and extend.

Built in C++ on nvpro_core2 with Slang shaders. Successor to vk_raytrace.

Highlights

  • glTF scene editor — Non-destructive scene authoring: hierarchy manipulation, transform gizmo, node/material/light editing, undo/redo, and save back to glTF without touching the original assets.
  • glTF PBR material reference — Monte Carlo path tracer with NEE, MIS, and adaptive sampling for physically accurate glTF PBR material evaluation.
  • 33 glTF extensions — Anisotropy, clearcoat, transmission, volume, sheen, iridescence, dispersion, retroreflection, Draco, interactivity, opacity micromaps, and more.
  • glTF 2.1 complex scenes (preview) — Compose multi-file scenes with External Assets: reference glTF/GLB files as instances that share geometry, with nested references, cycle detection, and file aliases — re-externalized on save.
  • AI denoising — DLSS Ray Reconstruction and OptiX AI Denoiser produce clean images at interactive rates.
  • Agentic AI generation (optional) — Local ComfyUI bridge that beautifies the current render or generates an HDRI environment from a text prompt.
  • Rasterizer preview — Fast PBR rasterizer shares scene resources for instant iteration during editing.
  • Developer tools — GPU profiler, memory tracker, shader hot-reload (Ctrl+Shift+R), headless batch mode.

Quick Tour

The demo shows a short end-to-end workflow: switching renderer modes, tuning settings, and inspecting scene content in the integrated editor.

Build and Run

Requirements

RequirementMinimumRecommended
OSWindows 10 / LinuxWindows 11 / Ubuntu 22.04+
GPUNVIDIA RTX 20-series (Turing)NVIDIA RTX 40-series (Ada)
Driver535+Latest Game Ready / Studio
CMake3.223.28+
C++ CompilerC++20 (MSVC 2022 / GCC 12 / Clang 15)MSVC 2022 17.8+
Vulkan SDK1.4Latest

Quick start

# Clone (recommended: siblings; CMake auto-downloads nvpro_core2 if missing)
git clone https://github.com/nvpro-samples/nvpro_core2.git
git clone https://github.com/nvpro-samples/vk_gltf_renderer.git
cd vk_gltf_renderer
# Windows
cmake -B build -S . -G "Visual Studio 17 2022" -A x64
cmake --build build --config Release
.\_bin\Release\vk_gltf_renderer.exe
# Linux
cmake -B build -S . -G Ninja -DCMAKE_BUILD_TYPE=Release
cmake --build build
./_bin/Release/vk_gltf_renderer

Common CMake options

OptionDefaultDescription
USE_DLSSONEnable DLSS Ray Reconstruction integration
USE_OPTIX_DENOISERONEnable OptiX AI Denoiser (requires CUDA Toolkit)
USE_DRACOONEnable Draco mesh compression support
BUILD_TESTINGOFFBuild unit tests and benchmarks

Features

  • Ray tracing: High-quality path tracing reference for glTF PBR materials — Monte Carlo global illumination, next event estimation, multiple importance sampling, and adaptive sampling.
  • Profiler, GPU monitor, GPU memory tracking, and statistics.
  • Shader hot-reload (Ctrl+Shift+R) for developers who want to experiment.
  • AI denoisers: DLSS Ray Reconstruction and OptiX AI Denoiser.
  • Optional agentic AI generation via a local ComfyUI bridge: beautify the current render, or generate an HDRI environment from a text prompt (see ComfyUI Agentic Setup).
  • Rasterizer fallback for fast scene interaction and editing.
  • A scene asset editor with hierarchy operations, a transform gizmo, material editing, merging, and saving back to glTF (non-destructive).
  • glTF 2.1 complex-scene composition (preview): reference external glTF/GLB assets, instance them (shared geometry), resolve nested references with cycle detection, and re-externalize on save.
  • Support for 33 glTF extensions, including anisotropy, clearcoat, transmission, volume, sheen, iridescence, dispersion, diffuse transmission, retroreflection, opacity micromaps, material variant and scattering.
  • HDR environments, a physical sun and sky model, depth of field, and multiple tone mappers.
  • Animation support includes skeletal, morph targets, and KHR_animation_pointer.
  • GPU compute accelerates both skinning/morphing and per-level world-matrix propagation.

More features --> User Guide

Showcase

FeaturePreview
Showcase
Material features
Lighting and camera

For a full walkthrough of rendering modes, editor workflows, and feature screenshots, see the User Guide.

For headless timing and optional scripted GPU benchmarks, see Benchmarking (utils/benchmark/).

Agentic — AI-Assisted Generation

Drive local generative AI from inside the renderer through an optional ComfyUI bridge. Two tools are wired into the in-app Agentic window (press F7):

  • Beautify Last Render — send the current path-traced frame to a diffusion model and get it back photorealistic, or restyled by prompt (pencil, cartoon, watercolor, blueprint, and more).
  • Generate HDRI From Prompt — type a prompt and get a full 360° HDR environment, applied directly as the scene's lighting.

Generation is entirely optional — the renderer runs without it.

Showcase

Path-traced renders (left), beautified or restyled by prompt (right):

Original renderAI result

Setup

Generation needs a local ComfyUI install, the diffusion models, and a small Python bridge that connects it to the renderer. The ComfyUI Agentic Setup guide walks through it end to end:

  1. Install ComfyUI and download the models.
  2. Start ComfyUI.
  3. Open the Agentic window (F7) and use Copy start command to launch the bridge in a terminal; once the Bridge and ComfyUI status lights are green, generate.

For the architecture, bridge directory layout, and request/response protocol behind it, see Agentic Workflow.

glTF Support

Reference scope: The list below reflects what this renderer loads and displays. The path tracer is the authoritative PBR implementation — especially for ray-traced material evaluation, sampling, and new extensions (e.g. KHR_materials_retroreflection). The rasterizer is a preview path for interaction, not the primary material reference.

Core

  • ✅ glTF 2.0 (.gltf/.glb)
  • ✅ Images (HDR, PNG, JPEG, KTX, KTX2, DDS, WebP)
  • ✅ Buffers (geometry, animation, skinning)
  • ✅ Textures and samplers
  • ✅ Materials (PBR metallic-roughness and specular-glossiness)
  • ✅ Animations (keyframe, skeletal)
  • ✅ Skins
  • ✅ Morph targets
  • ✅ Cameras (perspective and orthographic)
  • ✅ Punctual lights (directional, point, spot)
  • ✅ Nodes and scene hierarchy
  • ✅ Multiple scenes

Extensions

glTF 2.1 (Complex Scenes — preview)

Early support for the glTF 2.1 complex-scene composition features — the standardized successor to the earlier glTFX / External Reference proposals:

  • ✅ External Assets — reference other glTF/GLB files from scene nodes (node.externalAsset) and instantiate them at load time
  • ✅ Multiple instances of the same asset share geometry (meshes / BLAS)
  • ✅ Nested external assets — recursive resolution with cycle detection
  • ✅ Unified file references — top-level files array (external uri)
  • ✅ File aliases — inner-URI redirection for shared or overridden resources
  • ✅ Re-externalized on save (references preserved); "Make Editable" embeds an asset inline
  • 🚧 Packaging — embedded external assets (bufferView / data: URI) not yet resolved
  • 🚧 Shapes and scene-level bounding volumes

See External Assets for design details.

Documentation

For users

  • User Guide — renderer settings, PBR materials, scene editor, camera, environment, tone mapping, common CLI flags, and troubleshooting.
  • ComfyUI Agentic Setup — set up the local ComfyUI install, models, and bridge to beautify renders and generate HDRIs from prompts.
  • glTF Resources — curated collection of glTF models, HDR environments, specifications, and tools.

For contributors

  • Developer Guide — architecture overview, source map, material system, and testing.
  • Rendering Architecture — data flow from glTF model to GPU, BLAS/TLAS acceleration structures, and render nodes.
  • External Assets — glTF 2.1 complex scenes: reference / merge / edit / save mechanics.
  • Agentic Workflow — architecture, filesystem bridge protocol, and roadmap behind the optional AI generation feature.
  • Benchmarking — headless timing and scripted GPU benchmarks.

These docs explain concepts and workflows and point at where things live; enumerated facts (extension lists, CLI flags, enum values) are owned by the code.

License

Apache License 2.0 - Copyright (c) 2023-2026, NVIDIA CORPORATION.