Our Direct3D 12 framework for real-time graphics research.
AMD Capsaicin Framework is a simple and flexible tool for fast prototyping and development of real-time rendering research.
Download the latest version - v1.00
This release adds the following features:
- Just released!
Introducing AMD Capsaicin Framework – our ARR Research Framework which includes our GI-1.0 sample
AMD Capsaicin Framework is a research framework for real-time graphics which we use to develop and test new and upcoming rendering algorithms.
This sample showcases the Capsaicin ARR Research Framework as well as the GI1.0 Global Illumination technique.
These include the following features:
AMD Capsaicin Framework
- Abstraction of common rendering operations
- Modular framework for easy development and collaboration
- Scene and model loading and animation
- Inbuilt user extensible UI
- Automated debugging and profiling information
- Pluggable and swappable common rendering techniques such as ToneMapping, TAA, AO etc.
- Unbiased reference path tracer
- Real-time global illumination with no pre-processing
- Radiance caching in screen space and world space
- Simple denoiser for final image cleanup
- World space reservoir sampling
The Capsaicin core principles involve creating simple abstractions over complex low-level hardware implementation details to allow developers to focus on writing algorithms instead of dealing with complex API specifics. The framework makes efforts to ensure these abstractions are performant but the priority is rapid developer iteration and debugging and thus Capsaicin is not intended to be a high performance product development tool.
A key concept within Capsaicin is the ability to support multiple different research implementations and multiple concurrent developers independently working within the code base. To enable this the framework uses a modular design that allows for different components to be independently developed and then combined/reused in different ways.
The flexibility of the framework allowed us to quickly iterate over various rendering pipelines, which was key to the development of the GI-1.0 algorithm.
GI-1.0 - Global Illumination
We’ve implemented the GI-1.0 technique based on our research paper to estimate indirect lighting in real-time. It is based on a two-level radiance caching structure that allows to reduce the sampling rate for increased performance while making the most of every ray through better sampling.
Make sure to check out the paper for more details!
Don’t miss our GDC23 presentation at the Advanced Graphics Summit for the GI-1.0 technique (YouTube link).
- A graphics card with Direct3D® 12 and DXR 1.1 support.
- Windows® 10 20H2 or newer (64-bit recommended).
- Visual Studio® 2019 or higher with Visual C++® and the Windows® 10 SDK installed.
- CMake 3.10 or newer
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