Active Development Powered by OptiX 7 & Vulkan RT
Live Viewport Simulator (Move mouse to interact) Canlı Viewport Simülatörü (Etkileşim için fareyi oynatın)
SPP: 0 | Mode: Default (Overview) Mod: Varsayılan (Genel Bakış)
Resolution: 320x240 | Backend: CPU Web Path Tracer

RayTrophi Studio

RayTrophi Studio

Next-Generation Procedural World Generator & Spectral Path Tracing DCC.

Yeni Nesil Prosedürel Dünya Oluşturucu ve Spektral Işın İzlemeli DCC Motoru.

RayTrophi Studio is a professional digital content creation (DCC) software featuring procedurally generated virtual landscapes, physical fluid simulations, and high-performance skeletal animations. Engineered entirely in modern C++20, RayTrophi hosts a triple path tracing rendering core supporting **NVIDIA OptiX (CUDA)**, **Vulkan Ray Tracing (Vulkan RT)**, and parallel CPU acceleration via **Intel Embree**.

Engine Statistics & Code Architecture

RayTrophi is built with modularity and bare-metal performance in mind, ensuring memory layout alignments match SSE/AVX vectors.

Architecture LayerDetails
Procedural HeightfieldsErosion algorithms processed entirely on GPU compute shaders.
Acceleration StructuresDirect OptiX IAS/GAS hierarchies with dynamic bottom-level BVH refitting.
Immediate GUI InterfaceImGui framework styled with dark-space glassmorphism widgets.
Dynamic GroomingLinear Swept Sphere (LSS) intersections with Marschner BSDF shading.

Core System Specifications

🌤️

Atmosphere & Clouds

Spectral Nishita scattering, Ozone absorption bands, volumetric Henyey-Greenstein clouds, and NanoVDB gas flow simulations.

NanoVDB
🌊

FFT Hydrodynamics

Tessendorf FFT waves, Phillips wind spectrums, volumetric light shafts, and auto-carving Bezier splines.

FFT Ocean
⛰️

Procedural Terrain

Thermal/hydraulic erosion compute solvers, splat map generators, and brush-based instanced foliage scattering.

Compute Shader
🪨

PBVH Sculpting

Deformation of high-poly meshes using brush templates, alphas, and interactive falloff graphs.

PBVH / DynTopo

RayTrophi Studio; prosedürel sanal araziler, fiziksel akışkan simülasyonları ve yüksek performanslı iskelet animasyonları sunan profesyonel bir dijital içerik oluşturma (DCC) yazılımıdır. Tamamen modern C++20 ile sıfırdan geliştirilen RayTrophi, **NVIDIA OptiX (CUDA)**, **Vulkan Ray Tracing (Vulkan RT)** ve **Intel Embree** platformlarını destekleyen üçlü bir ışın izleme (path tracing) çekirdeğine sahiptir.

Motor İstatistikleri ve Kod Mimarisi

RayTrophi, bellek hizalamalarının SSE/AVX vektörleriyle tam eşleşmesini sağlayan, düşük seviyeli performans odaklı modüler bir yapıya sahiptir.

Mimari KatmanDetaylar
Prosedürel Yükseklik AlanlarıTamamen GPU compute shader'ları üzerinde işlenen erozyon çözücüler.
Hızlandırma Yapıları (BVH)Dinamik bottom-level BVH refit içeren doğrudan OptiX IAS/GAS hiyerarşileri.
Arayüz ArayüzüKaranlık uzay cam temasıyla özelleştirilmiş ImGui kontrolleri.
Dinamik Saç TasarımıMarschner BSDF gölgelendirmeli Linear Swept Sphere (LSS) saç kesişimleri.
Atmosphere
🌤️ Atmosphere Render

World & Atmospheric Simulations

The World module manages global environment lighting, spectral sky models, volumetric cloud coverage, and sparse NanoVDB fluid grids.

Nishita Atmospheric Scattering

Instead of low-fidelity texture skyboxes, RayTrophi simulates light transport inside a multi-layered atmospheric dome using Rayleigh scattering (simulating small nitrogen/oxygen particles) and Mie scattering (dust and water particles). It also solves the Chappuis absorption bands for Ozone, producing deep blues during golden hours.

C++ Struct
struct NishitaSkySettings {
    float sun_elevation;     // Sun position above horizon (-10 to 90 degrees)
    float air_density;       // Rayleigh scattering coefficient scale
    float dust_density;      // Mie scattering coefficient scale
    float ozone_density;     // Ozone absorption scaling (Chappuis bands)
    bool sync_sun_light;     // Synchronize sun direction with directional lights
};

Volumetric Cloud Layers

RayTrophi utilizes ray-marched volumetric clouds computed in screen-space with Henyey-Greenstein phase functions. Quality presets allow artists to define cloud shapes without complex simulation structures:

Preset ModeAltitudesVisual Characteristics & Ray-March Steps
Cirrus8,000m - 10,000mWispy, thin ice crystals. Low absorption, 16 steps.
Cumulus1,000m - 3,500mDense puff banks, high scattering, 64 steps.
Cumulonimbus800m - 12,000mTowering storm clouds with high absorption coefficients, 128 steps.

Dünya ve Atmosfer Simülasyonları

Dünya modülü; küresel ortam ışıklandırmasını, spektral gökyüzü modellerini, hacimsel bulut yoğunluğunu ve seyrekleştirilmiş NanoVDB akışkan ızgaralarını yönetir.

Nishita Atmosferik Saçılımı

RayTrophi, arka plan resimleri (skybox) kullanmak yerine, Rayleigh saçılımı ve Mie saçılımını kullanarak atmosferik ışık geçişlerini fiziksel olarak simüle eder. Ayrıca Ozon tabakasının mavi saatlerdeki Chappuis emilim bantlarını çözer.

Ocean
🌊 Ocean Render

FFT Ocean & River Splines

The hydrodynamics engine combines Tessendorf FFT frequency spectra for deep oceans and Bezier-spline geometry for carving running rivers directly into heights.

FFT Ocean (Tessendorf's Algorithm)

Deep ocean waves are computed by resolving the Phillips wind spectrum inside frequency space using GPU FFTs. The generated heightfield deforms the ocean mesh, while a displacement Jacobian calculates local foam accumulation based on wave crest convergence.

C++ Struct
struct FFTOceanSettings {
    int fft_resolution;      // Resolution grid size (64, 128, 256, 512)
    float wind_speed;        // Wind speed affecting Phillips spectrum amplitude
    float wind_dir_angle;    // Direction angle (radians)
    float choppiness;        // Horizontal displacement Jacobian factor
    float wave_amplitude;    // Amplitude scaling for height mapping
};

River Splines & Carving

Rivers are defined using 3D Bezier splines. Control points expose width, depth, and banking options. The engine automatically carves the underlying terrain heightfield along the spline path and spawns physical rapids particles based on slope gradient gravity.

FFT Okyanus ve Nehir Spline'ları

Hidrodinamik motoru; derin okyanuslar için Tessendorf FFT dalga spektrumunu ve akarsular oluşturmak için arazileri oyan Bezier-spline nehir geometrilerini birleştirir.

FFT Okyanusu (Tessendorf Algoritması)

Derin deniz dalgaları, GPU FFT yardımıyla frekans uzayında Phillips rüzgar spektrumu çözülerek hesaplanır. Oluşturulan deplasman haritası okyanus mesh'ini bükerken, dalga tepelerindeki köpük birikimini Jacobian matrisi hesaplar.

Node Graph
⛰️ Terrain Nodes

Terrain Docks Node Graph Reference

RayTrophi contains a non-destructive node compiler that maps noise fields, mathematical filters, and erosion compute blocks to generate physical landscapes.

Procedural Generators

Node NameParametersMathematics
Perlin NoiseScale, Octaves, Lacunarity, PersistenceFractional Brownian Motion (fBm) interpolation
Worley NoiseScale, Distance Function (Euclidean, Manhattan)Voronoi cell distance computation for cellular structures
Hydraulic ErosionRainfall, Soil Solubility, Gravity ConstantSimulates water drop sediment transport on heights

Arazi Düğüm Kütüphanesi Dökümantasyonu

RayTrophi, prosedürel araziler oluşturmak için gürültü alanlarını, matematiksel filtreleri ve erozyon düğümlerini işleyen tahribatsız bir görsel düğüm derleyicisi içerir.

Foliage
⛰️ Foliage Render

Instanced Foliage & Erosion Solver

Solve massive landscape details via compute shaders. RayTrophi processes hydraulic erosion on 2K heightfield textures at 60fps.

Thermal & Hydraulic Solvers

Thermal erosion calculates slope collapse by moving soil to neighboring cells if the local slope angle exceeds the Talus angle limit. Hydraulic erosion simulates water droplets carrying soil sediment down slope paths, carving drainage basins over iterations.

Foliage Painting & Placement

Instanced trees and rocks are placed using brush tools. The engine outputs instance coordinate vectors to directly update the Vulkan TLAS (Top-Level Acceleration Structure) inside the raytracer backend, allowing real-time camera orbits without BVH reconstruction delays.

Arazi Detayları ve Vejetasyon

Yüksek çözünürlüklü arazileri GPU compute shader'ları ile çözün. RayTrophi, 2K çözünürlükteki hidrolik erozyonu saniyede 60 kare hızında işler.

Edit Mesh
🧱 Edit Mesh Workspace

Topology Edit Mode

Non-destructive polygon geometry modifier system to model clean polygon meshes inside the viewport.

Modeling Operations

OperationC++ Implementation Backend
ExtrudeInserts new faces and projects vertices along face normals.
Loop CutSubdivides edge ring paths, inserting a complete coplanar loop.
Weld by DistanceMerges adjacent vertices sharing coordinates within distance threshold.

Topoloji Düzenleme Modu

Düzgün poligon yapıları oluşturmak için doğrudan düzenleyici yığınında çalışan tahribatsız mesh düzenleme sistemi.

Sculpting
🪨 Sculpting Workspace

PBVH Sculpting & Brush Curves

Sculpt millions of polygons interactively. Mesh deformation is accelerated by partitioning geometry into a local Partitioned BVH (PBVH).

Interactive Brush Falloff Editor

Modify the brush profile curve. The lookup table adjusts the displacement strength of vertices depending on distance from brush center.

Select lookup presets or draw custom curves in the graph box.

PBVH Heykel ve Şekillendirme

Milyonlarca poligonu akıcı bir şekilde yontun. Geometri deformasyonu, verileri lokal bir PBVH yapısında bölerek hızlandırılır.

Paint Mode
🎨 Mesh Paint Workspace

Layer-Based PBR Painting

Paint Base Color, Roughness, Metallic, and Height channels directly in 3D space with high-performance texture maps.

Wet Oil Smudge Modeling

The paint engine simulates fluid paint transport on vertices, allowing active brush strokes to smudge and mix with underlying wet color layers based on viscosity and pigment accumulation settings.

Katman Tabanlı PBR Boyama

Düşük gecikmeli doku eşlemeleri kullanarak Base Color, Roughness, Metallic ve Yükseklik kanallarını doğrudan 3D alanda boyayın.

Hair Groom
🦁 Hair Groom Render

Marschner Hair Scattering

Physically based rendering of hair curves utilizing Linear Swept Spheres (LSS) intersections and anisotropic scattering model.

Marschner BSDF Theory

Instead of simple shading, RayTrophi simulates light refracting through translucent cylinder fibers. The shader computes the **R (reflection)** lobe, **TT (transmission-transmission)** lobe, and the **TRT (transmission-reflection-transmission)** lobe to render realistic secondary highlights.

C++ Struct
struct MarschnerHairMaterial {
    float melanin_concentration; // Melanin pigment level (0.0 to 1.0)
    float hair_roughness;       // Specular highlights width
    float specular_shift;       // Highlights offset angle (scales offset)
    float hair_ior;              // Refractive Index (Default: 1.55)
};

Marschner Saç Saçılımı

Linear Swept Sphere (LSS) ışın kesişimleri ve anizotropik saçılım modeli kullanan fiziksel saç ve kürk motoru.

Animation UI
🎬 Skeletal Animation Workspace

Skeletal Animation & AnimGraph

RayTrophi utilizes skeletal bone skinning pipelines, supporting Ozz-animation and legacy mesh sampling controllers.

AnimGraph State Machines

Skeletal joint transforms are calculated by evaluating a visual state machine graph. Nodes blend animation clips using speed sliders or boolean states, outputting skeletal bone transformations.

İskelet Animasyonu ve AnimGraph

RayTrophi, skeletal mesh kemik deformasyon işlemlerini yüksek performanslı Ozz-animation kütüphanesi entegrasyonuyla yönetir.

Render Engine
🚀 Path Tracer Settings

Triple-Backend Ray Tracing Core

The raytracing architecture enables cross-platform performance by supporting Vulkan, OptiX, and Embree pipelines.

Hardware Raytracing Platforms

NVIDIA OptiX (GPU): Leverages NVIDIA RT Cores for BVH traversal and ray intersection. Integrates CUDA denoisers for high quality.

Vulkan Ray Tracing (GPU): Uses cross-vendor hardware pipelines with dynamic Top-Level Acceleration Structures (TLAS) updates for dynamic scene objects.

Intel Embree (CPU): SSE/AVX vector-aligned CPU ray-traversal for systems without dedicated GPU ray-tracing cards.

Üçlü Işın İzleme (Path Tracing) Motoru

Aydınlatma motoru, sahne verilerini Vulkan, OptiX veya Embree alt yapılarından geçirerek çalışır.

Pro Camera
📸 Camera Viewfinder HUD

Professional Camera HUD & Optics

Simulate realistic physical lenses with viewport overlays mapping color values and edge focus thresholds.

HUD Diagnostics Overlay

Real-time analytics computed directly from the converged frame buffer:

HUD UtilityMathematics & Shader Logic
Focus PeakingSobel edge filter highlights pixel groups matching focal depth in green.
Zebra StripesDisplays moving stripes over pixel coordinates where HDR brightness exceeds threshold.
Autofocus (AF-C)Performs real-time ray-probes against the active BVH bounds under crosshairs.

Profesyonel Vizör HUD ve Optikler

Netlik sınırı ve renk dağılımını gösteren vizör araçlarıyla donatılmış fiziksel objektif simülatörü.

System Serialization & Shortcuts

Serialization format structures and keyboard shortcuts mapped in RayTrophi Studio.

Shortcuts Reference

Key MapEngine Action
Ctrl + NClears active BVH and allocates new empty scene context.
Ctrl + O / SDeserializes or serializes `.rtp` (RayTrophi Project) JSON files.
F12Spawns path tracing thread to render image to output directory.
NToggles properties inspector GUI visibility.

Sistem Serileştirme ve Kısayollar

RayTrophi Studio içinde kullanılan serileştirme dosya yapıları ve klavye kısayolları dökümantasyonu.