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 | [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.
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 | [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.
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 | [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.
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 | [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.
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 | [Advance](ray_tracing__advance) <br> An example combining most of the above samples in a single application.
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 | [Advance](ray_tracing__advance) <br> An example combining most of the above samples in a single application.
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 | [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.
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# NVIDIA Vulkan Ray Tracing Tutorial
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# NVIDIA Vulkan Trace Rays Indirect Tutorial
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This is an extension of the [Vulkan ray tracing tutorial](https://nvpro-samples.github.io/vk_raytracing_tutorial_KHR/).
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This example is the result of the ray tracing tutorial.
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We will discuss the `vkCmdTraceRaysIndirectKHR` command, which allows the
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The tutorial is adding ray tracing capability to an OBJ rasterizer in Vulkan
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`width`, `height`, and `depth` of a trace ray command to be specifed by a
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buffer on the device, rather than directly by the host. As a demonstration,
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this example will add colorful lanterns to the scene that add their own light
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and shadows, with a finite radius of effect. A compute shader will calculate
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scissor rectangles for each lantern, and an indirect trace rays command will
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dispatch rays for lanterns only within those scissor rectangles.
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If you haven't done it, [**Start Ray Tracing Tutorial**](https://nvpro-samples.github.io/vk_raytracing_tutorial_KHR/).
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[<h1>LINK TO FULL TUTORIAL</h1>](https://nvpro-samples.github.io/vk_raytracing_tutorial_KHR/vkrt_tuto_indirect_scissor.md.htm)
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## Going Further
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Once the tutorial completed and the basics of ray tracing are in place, other tuturials are going further from this code base.
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See all other [additional ray tracing tutorials](https://nvpro-samples.github.io/vk_raytracing_tutorial_KHR/vkrt_tuto_further.md.html)
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