Fixing links

This commit is contained in:
mklefrancois 2020-04-01 14:57:22 +02:00
parent 92f5b208f1
commit 90bebea66b
11 changed files with 19 additions and 29 deletions

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@ -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:

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@ -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)
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@ -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)
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@ -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)

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@ -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)

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@ -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>

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@ -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)
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<link rel="stylesheet" href="vkrt_tutorial.css?"> <link rel="stylesheet" href="vkrt_tutorial.css?">

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@ -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)
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@ -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)
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@ -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)
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@ -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));
![](Images/resultRaytraceShadowMedieval.png) ![](Images/resultRaytraceShadowMedieval.png)
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