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# 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)
![resultRaytraceShadowMedieval](../docs/Images/resultRaytraceShadowMedieval.png)
![](../docs/Images/indirect_scissor/intro.png)
## 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)