Update Documentation

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mklefrancois 2020-08-31 17:06:59 +02:00
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commit 444f011a43
8 changed files with 14 additions and 16 deletions

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@ -2018,8 +2018,6 @@ with more advanced ray tracing based algorithms.
</script>
(insert vkrt_tuto_further.md.html here)
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# Ray Tracing Animation - Tutorial
![](Images/animation2.gif)
![](images/animation2.gif)
## Tutorial ([Setup](../docs/setup.md))
@ -156,7 +156,7 @@ The last point is to call the update at the end of the function.
m_rtBuilder.updateTlasMatrices(m_tlas);
~~~~
![](Images/animation1.gif)
![](images/animation1.gif)
### nvvk::RaytracingBuilder::updateTlasMatrices (Implementation)
@ -592,4 +592,4 @@ Finally, we can add a line at the end of `HelloVulkan::animationObject()` to upd
m_rtBuilder.updateBlas(2);
~~~~
![](Images/animation2.gif)
![](images/animation2.gif)

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@ -248,11 +248,11 @@ any hit or intersection shaders in the Hit Group. But in this example, the close
This is how the current SBT looks like.
![](Images/anyhit_0.png)
![](images/anyhit_0.png)
And we need to add the following to the ray tracing pipeline, a copy of the previous Hit Group, with a new AnyHit using the proper payload.
![](Images/anyhit_01.png)
![](images/anyhit_01.png)
### New shaders

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# Callable Shaders - Tutorial
![](Images/callable.png)
![](images/callable.png)
<small>Author: [Martin-Karl Lefrançois](https://devblogs.nvidia.com/author/mlefrancois/)</small>
## Tutorial ([Setup](../docs/setup.md))

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@ -178,10 +178,10 @@ The VMA allocator need to be released in `HelloVulkan::destroyResources()` after
Instead of thousands of allocations, our example will have only 14 allocations. Note that some of these allocations are allocated by Dear ImGui, and not by DMA. These are the 14 objects with blue borders below:
![Memory](Images/VkInstanceNsight1.png)
![Memory](images/VkInstanceNsight1.png)
Finally, here is the Vulkan Device Memory view from Nsight Graphics:
![VkMemory](Images/VkInstanceNsight2.png)
![VkMemory](images/VkInstanceNsight2.png)

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# Jitter Camera - Tutorial
![](Images/antialiasing.png)
![](images/antialiasing.png)
## Tutorial ([Setup](../docs/setup.md))

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# Multiple Closest Hit Shaders - Tutorial
![](Images/manyhits.png)
![](images/manyhits.png)
## Tutorial ([Setup](../docs/setup.md))
@ -77,7 +77,7 @@ Then add a new hit group group immediately after adding the first hit group:
As a test, you can try changing the `sbtRecordOffset` parameter of the `traceRayEXT` call in `raytrace.rgen`.
If you set the offset to `1`, then all ray hits will use the new CHIT, and the raytraced output should look like the image below:
![](Images/manyhits2.png)
![](images/manyhits2.png)
!!! Warning
After testing this out, make sure to revert this change in `raytrace.rgen` before continuing.
@ -123,7 +123,7 @@ Back in `main.cpp`, after loading the scene's models, we can now have both `wuso
helloVk.m_objInstance[1].hitgroup = 1;
~~~~
![](Images/manyhits3.png)
![](images/manyhits3.png)
## Shader Record Data `shaderRecordKHR`
@ -277,7 +277,7 @@ ROUND_UP(m_rtProperties.shaderGroupHandleSize + sizeof(HitRecordBuffer), progOff
!!! Note:
The result should now show both `wuson` models with a yellow color.
![](Images/manyhits4.png)
![](images/manyhits4.png)
## Extending Hit

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# Reflections - Tutorial
![](Images/reflections.png)
![](images/reflections.png)
## Tutorial ([Setup](../docs/setup.md))