Fixing links
This commit is contained in:
parent
92f5b208f1
commit
90bebea66b
11 changed files with 19 additions and 29 deletions
|
|
@ -17,7 +17,7 @@ If you are in the Beta period, install and compile all of the following
|
||||||
|
|
||||||
## Structure
|
## Structure
|
||||||
|
|
||||||
This tutorial is a modification of [`ray_tracing__simple`](https://github.com/nvpro-samples/vk_raytracing_tutorial/tree/master/ray_tracing__simple), which is the result of the ray tracing tutorial.
|
This tutorial is a modification of [`ray_tracing__simple`](https://github.com/nvpro-samples/vk_raytracing_tutorial_KHR/tree/master/ray_tracing__simple), which is the result of the ray tracing tutorial.
|
||||||
All following instructions are based on the modification of this project.
|
All following instructions are based on the modification of this project.
|
||||||
|
|
||||||
Besides the current repository, you will also need to clone or download the following repositories:
|
Besides the current repository, you will also need to clone or download the following repositories:
|
||||||
|
|
|
||||||
|
|
@ -574,7 +574,7 @@ m_rtBuilder.updateBlas(2);
|
||||||
|
|
||||||
# Final Code
|
# Final Code
|
||||||
|
|
||||||
You can find the final code in the folder [ray_tracing_animation](https://github.com/nvpro-samples/vk_raytracing_tutorial/tree/master/ray_tracing_animation)
|
You can find the final code in the folder [ray_tracing_animation](https://github.com/nvpro-samples/vk_raytracing_tutorial_KHR/tree/master/ray_tracing_animation)
|
||||||
|
|
||||||
|
|
||||||
<!-- Markdeep: -->
|
<!-- Markdeep: -->
|
||||||
|
|
|
||||||
|
|
@ -237,7 +237,7 @@ As mentioned earlier, for the effect to work, we need to accumulate frames over
|
||||||
|
|
||||||
# Final Code
|
# Final Code
|
||||||
|
|
||||||
You can find the final code in the folder [ray_tracing_anyhit](https://github.com/nvpro-samples/vk_raytracing_tutorial/tree/master/ray_tracing_anyhit)
|
You can find the final code in the folder [ray_tracing_anyhit](https://github.com/nvpro-samples/vk_raytracing_tutorial_KHR/tree/master/ray_tracing_anyhit)
|
||||||
|
|
||||||
|
|
||||||
<!-- Markdeep: -->
|
<!-- Markdeep: -->
|
||||||
|
|
|
||||||
|
|
@ -103,9 +103,9 @@ m_device.destroy(call2);
|
||||||
|
|
||||||
Here are the source of all shaders
|
Here are the source of all shaders
|
||||||
|
|
||||||
* [light_point.rcall](https://github.com/nvpro-samples/vk_raytracing_tutorial/blob/master/ray_tracing_callable/shaders/light_point.rcall)
|
* [light_point.rcall](https://github.com/nvpro-samples/vk_raytracing_tutorial_KHR/blob/master/ray_tracing_callable/shaders/light_point.rcall)
|
||||||
* [light_spot.rcall](https://github.com/nvpro-samples/vk_raytracing_tutorial/blob/master/ray_tracing_callable/shaders/light_spot.rcall)
|
* [light_spot.rcall](https://github.com/nvpro-samples/vk_raytracing_tutorial_KHR/blob/master/ray_tracing_callable/shaders/light_spot.rcall)
|
||||||
* [light_inf.rcall](https://github.com/nvpro-samples/vk_raytracing_tutorial/blob/master/ray_tracing_callable/shaders/light_inf.rcall)
|
* [light_inf.rcall](https://github.com/nvpro-samples/vk_raytracing_tutorial_KHR/blob/master/ray_tracing_callable/shaders/light_inf.rcall)
|
||||||
|
|
||||||
|
|
||||||
## Passing Callable to traceRaysKHR
|
## Passing Callable to traceRaysKHR
|
||||||
|
|
@ -187,7 +187,7 @@ cLight.inHitPosition = worldPos;
|
||||||
|
|
||||||
# Final Code
|
# Final Code
|
||||||
|
|
||||||
You can find the final code in the folder [ray_tracing_callable](https://github.com/nvpro-samples/vk_raytracing_tutorial/tree/master/ray_tracing_callable)
|
You can find the final code in the folder [ray_tracing_callable](https://github.com/nvpro-samples/vk_raytracing_tutorial_KHR/tree/master/ray_tracing_callable)
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -294,7 +294,7 @@ Additionally, VMA has its own usage flags, so since `VMA_MEMORY_USAGE_CPU_TO_GPU
|
||||||
|
|
||||||
# Final Code
|
# Final Code
|
||||||
|
|
||||||
You can find the final code in the folder [ray_tracing_instances](https://github.com/nvpro-samples/vk_raytracing_tutorial/tree/master/ray_tracing_instances)
|
You can find the final code in the folder [ray_tracing_instances](https://github.com/nvpro-samples/vk_raytracing_tutorial_KHR/tree/master/ray_tracing_instances)
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -550,7 +550,7 @@ So when this is a cube, we set the normal to the major axis.
|
||||||
|
|
||||||
# Final Code
|
# Final Code
|
||||||
|
|
||||||
You can find the final code in the folder [ray_tracing_intersection](https://github.com/nvpro-samples/vk_raytracing_tutorial/tree/master/ray_tracing_intersection)
|
You can find the final code in the folder [ray_tracing_intersection](https://github.com/nvpro-samples/vk_raytracing_tutorial_KHR/tree/master/ray_tracing_intersection)
|
||||||
|
|
||||||
</script>
|
</script>
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -283,7 +283,7 @@ For a given value of `m_maxFrames` and `NBSAMPLE`, the image this converges to w
|
||||||
|
|
||||||
# Final Code
|
# Final Code
|
||||||
|
|
||||||
You can find the final code in the folder [ray_tracing_jitter_cam](https://github.com/nvpro-samples/vk_raytracing_tutorial/tree/master/ray_tracing_jitter_cam)
|
You can find the final code in the folder [ray_tracing_jitter_cam](https://github.com/nvpro-samples/vk_raytracing_tutorial_KHR/tree/master/ray_tracing_jitter_cam)
|
||||||
|
|
||||||
<!-- Markdeep: -->
|
<!-- Markdeep: -->
|
||||||
<link rel="stylesheet" href="vkrt_tutorial.css?">
|
<link rel="stylesheet" href="vkrt_tutorial.css?">
|
||||||
|
|
|
||||||
|
|
@ -326,7 +326,7 @@ Finally, we need to add the new entry as well at the end of the buffer, reusing
|
||||||
|
|
||||||
# Final Code
|
# Final Code
|
||||||
|
|
||||||
You can find the final code in the folder [ray_tracing_manyhits](https://github.com/nvpro-samples/vk_raytracing_tutorial/tree/master/ray_tracing_manyhits)
|
You can find the final code in the folder [ray_tracing_manyhits](https://github.com/nvpro-samples/vk_raytracing_tutorial_KHR/tree/master/ray_tracing_manyhits)
|
||||||
|
|
||||||
|
|
||||||
<!-- Markdeep: -->
|
<!-- Markdeep: -->
|
||||||
|
|
|
||||||
|
|
@ -12,12 +12,12 @@ This is an extension of the Vulkan ray tracing [tutorial](vkrt_tutorial.md.htm).
|
||||||
# Ray Query
|
# Ray Query
|
||||||
|
|
||||||
This extension is allowing to execute ray intersection queries in any shader stages. In this example, we will add
|
This extension is allowing to execute ray intersection queries in any shader stages. In this example, we will add
|
||||||
ray queries to the fragment shader to cast shadow rays.
|
ray queries [(GLSL_EXT_ray_query)](https://github.com/KhronosGroup/GLSL/blob/master/extensions/ext/GLSL_EXT_ray_query.txt) to the fragment shader to cast shadow rays.
|
||||||
|
|
||||||
In the contrary to all other examples, with this one, we are removing code. There are no need to have a SBT and a raytracing pipeline, the only thing that
|
In the contrary to all other examples, with this one, we are removing code. There are no need to have a SBT and a raytracing pipeline, the only thing that
|
||||||
will matter, is the creation of the acceleration structure.
|
will matter, is the creation of the acceleration structure.
|
||||||
|
|
||||||
Starting from the end of the tutorial, [ray_tracing__simple](https://github.com/nvpro-samples/vk_raytracing_tutorial/tree/master/ray_tracing__simple) we will remove
|
Starting from the end of the tutorial, [ray_tracing__simple](https://github.com/nvpro-samples/vk_raytracing_tutorial_KHR/tree/master/ray_tracing__simple) we will remove
|
||||||
all functions that were dedicated to ray tracing and keep only the construction of the BLAS and TLAS.
|
all functions that were dedicated to ray tracing and keep only the construction of the BLAS and TLAS.
|
||||||
|
|
||||||
# Cleanup
|
# Cleanup
|
||||||
|
|
@ -121,19 +121,9 @@ if(rayQueryGetIntersectionTypeEXT(rayQuery, true) != gl_RayQueryCommittedInterse
|
||||||
~~~~
|
~~~~
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
!!! Info Ray Query
|
|
||||||
Information about [Ray Query](https://github.com/KhronosGroup/GLSL/blob/master/extensions/ext/GLSL_EXT_ray_query.txt) extension.
|
|
||||||
|
|
||||||
# Final Code
|
# Final Code
|
||||||
|
|
||||||
You can find the final code in the folder [ray_tracing_reflections](https://github.com/nvpro-samples/vk_raytracing_tutorial/tree/master/ray_tracing_reflections)
|
You can find the final code in the folder [ray_tracing_rayquery](https://github.com/nvpro-samples/vk_raytracing_tutorial_KHR/tree/master/ray_tracing_rayquery)
|
||||||
|
|
||||||
|
|
||||||
<!-- Markdeep: -->
|
<!-- Markdeep: -->
|
||||||
|
|
|
||||||
|
|
@ -257,7 +257,7 @@ Finally, in `main.cpp` in the `renderUI` function, we will add a slider to contr
|
||||||
|
|
||||||
# Final Code
|
# Final Code
|
||||||
|
|
||||||
You can find the final code in the folder [ray_tracing_reflections](https://github.com/nvpro-samples/vk_raytracing_tutorial/tree/master/ray_tracing_reflections)
|
You can find the final code in the folder [ray_tracing_reflections](https://github.com/nvpro-samples/vk_raytracing_tutorial_KHR/tree/master/ray_tracing_reflections)
|
||||||
|
|
||||||
|
|
||||||
<!-- Markdeep: -->
|
<!-- Markdeep: -->
|
||||||
|
|
|
||||||
|
|
@ -49,7 +49,7 @@ If you are in the Beta period, install and compile all of the following
|
||||||
|
|
||||||
## Structure
|
## Structure
|
||||||
|
|
||||||
This tutorial is a modification of [`ray_tracing__before`](https://github.com/nvpro-samples/vk_raytracing_tutorial/tree/master/ray_tracing__before), which loads are render OBJ scenes with Vulkan rasterizer.
|
This tutorial is a modification of [`ray_tracing__before`](https://github.com/nvpro-samples/vk_raytracing_tutorial_KHR/tree/master/ray_tracing__before), which loads are render OBJ scenes with Vulkan rasterizer.
|
||||||
All following instructions are based on the modification of this project.
|
All following instructions are based on the modification of this project.
|
||||||
The directory `ray_tracing__simple` is the end result of this tutorial.
|
The directory `ray_tracing__simple` is the end result of this tutorial.
|
||||||
|
|
||||||
|
|
@ -67,7 +67,7 @@ The directory structure should be looking like:
|
||||||
* |
|
* |
|
||||||
* +-- 📂 shared_sources
|
* +-- 📂 shared_sources
|
||||||
* |
|
* |
|
||||||
* +-- 📂 vk_raytracing_tutorial
|
* +-- 📂 vk_raytracing_tutorial_KHR
|
||||||
* | |
|
* | |
|
||||||
* | +-- 📂 ray_tracing__before
|
* | +-- 📂 ray_tracing__before
|
||||||
* | |
|
* | |
|
||||||
|
|
@ -78,7 +78,7 @@ The directory structure should be looking like:
|
||||||
|
|
||||||
|
|
||||||
!!! Warning
|
!!! Warning
|
||||||
**Run CMake** in vk_raytracing_tutorial.
|
**Run CMake** in vk_raytracing_tutorial_KHR.
|
||||||
|
|
||||||
!!! Warning Beta
|
!!! Warning Beta
|
||||||
Modify `VULKAN > VULKAN_HEADERS_OVERRIDE_INCLUDE_DIR` to the path to beta vulkan headers.
|
Modify `VULKAN > VULKAN_HEADERS_OVERRIDE_INCLUDE_DIR` to the path to beta vulkan headers.
|
||||||
|
|
@ -1847,7 +1847,7 @@ prd.hitValue = vec3(lightIntensity * attenuation * (diffuse + specular));
|
||||||
|
|
||||||

|

|
||||||
|
|
||||||
The final project can be found under the [ray_tracing__simple](https://github.com/nvpro-samples/vk_raytracing_tutorial/tree/master/ray_tracing__simple) directory.
|
The final project can be found under the [ray_tracing__simple](https://github.com/nvpro-samples/vk_raytracing_tutorial_KHR/tree/master/ray_tracing__simple) directory.
|
||||||
|
|
||||||
|
|
||||||
# Going Further
|
# Going Further
|
||||||
|
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue