Update links
This commit is contained in:
parent
3f38eb2cd6
commit
401637f93b
2 changed files with 12 additions and 10 deletions
|
|
@ -1,14 +1,15 @@
|
|||
# NVIDIA Vulkan Ray Tracing Tutorial
|
||||
# NVIDIA Vulkan Trace Rays Indirect Tutorial
|
||||
This is an extension of the [Vulkan ray tracing tutorial](https://nvpro-samples.github.io/vk_raytracing_tutorial_KHR/).
|
||||
|
||||
This example is the result of the ray tracing tutorial.
|
||||
The tutorial is adding ray tracing capability to an OBJ rasterizer in Vulkan
|
||||
We will discuss the `vkCmdTraceRaysIndirectKHR` command, which allows the
|
||||
`width`, `height`, and `depth` of a trace ray command to be specifed by a
|
||||
buffer on the device, rather than directly by the host. As a demonstration,
|
||||
this example will add colorful lanterns to the scene that add their own light
|
||||
and shadows, with a finite radius of effect. A compute shader will calculate
|
||||
scissor rectangles for each lantern, and an indirect trace rays command will
|
||||
dispatch rays for lanterns only within those scissor rectangles.
|
||||
|
||||
If you haven't done it, [**Start Ray Tracing Tutorial**](https://nvpro-samples.github.io/vk_raytracing_tutorial_KHR/).
|
||||
[<h1>LINK TO FULL TUTORIAL</h1>](https://nvpro-samples.github.io/vk_raytracing_tutorial_KHR/vkrt_tuto_indirect_scissor.md.htm)
|
||||
|
||||

|
||||

|
||||
|
||||
## Going Further
|
||||
|
||||
Once the tutorial completed and the basics of ray tracing are in place, other tuturials are going further from this code base.
|
||||
|
||||
See all other [additional ray tracing tutorials](https://nvpro-samples.github.io/vk_raytracing_tutorial_KHR/vkrt_tuto_further.md.html)
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue