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mklefrancois 2020-12-15 10:05:12 +01:00
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@ -42,3 +42,4 @@ Tutorial | Details
![img](ray_tracing_rayquery/images/rayquery.png) | [Ray Query](ray_tracing_rayquery) <br> Invokes ray intersection queries directly from the fragment shader to cast shadow rays. Ray tracing directly from the fragment shader.
![img](ray_tracing_gltf/images/vk_ray_tracing_gltf_KHR_2.png) | [glTF Scene](ray_tracing_gltf) <br> Instead of loading separate OBJ objects, the example was modified to load glTF scene files containing multiple objects. This example is not about shading, but using more complex data than OBJ. However, it also shows a basic path tracer implementation.
![img](ray_tracing__advance/images/ray_tracing__advance.png) | [Advance](ray_tracing__advance) <br> An example combining most of the above samples in a single application.
![img](docs/Images/indirect_scissor/intro.png) | [Trace Rays Indirect](ray_tracing_indirect_scissor) <br> Teaches the use of `vkCmdTraceRaysIndirectKHR`, which sources width/height/depth from a buffer. As a use case, we add lanterns to the scene and use a compute shader to calculate scissor rectangles for each of them.