Fixing links
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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
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## Structure
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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.
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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.
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All following instructions are based on the modification of this project.
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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);
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# Final Code
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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)
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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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<!-- Markdeep: -->
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@ -237,7 +237,7 @@ As mentioned earlier, for the effect to work, we need to accumulate frames over
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# Final Code
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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)
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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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<!-- Markdeep: -->
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@ -103,9 +103,9 @@ m_device.destroy(call2);
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Here are the source of all shaders
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* [light_point.rcall](https://github.com/nvpro-samples/vk_raytracing_tutorial/blob/master/ray_tracing_callable/shaders/light_point.rcall)
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* [light_spot.rcall](https://github.com/nvpro-samples/vk_raytracing_tutorial/blob/master/ray_tracing_callable/shaders/light_spot.rcall)
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* [light_inf.rcall](https://github.com/nvpro-samples/vk_raytracing_tutorial/blob/master/ray_tracing_callable/shaders/light_inf.rcall)
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* [light_point.rcall](https://github.com/nvpro-samples/vk_raytracing_tutorial_KHR/blob/master/ray_tracing_callable/shaders/light_point.rcall)
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* [light_spot.rcall](https://github.com/nvpro-samples/vk_raytracing_tutorial_KHR/blob/master/ray_tracing_callable/shaders/light_spot.rcall)
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* [light_inf.rcall](https://github.com/nvpro-samples/vk_raytracing_tutorial_KHR/blob/master/ray_tracing_callable/shaders/light_inf.rcall)
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## Passing Callable to traceRaysKHR
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@ -187,7 +187,7 @@ cLight.inHitPosition = worldPos;
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# Final Code
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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)
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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
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# Final Code
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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)
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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.
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# Final Code
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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)
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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)
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</script>
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@ -283,7 +283,7 @@ For a given value of `m_maxFrames` and `NBSAMPLE`, the image this converges to w
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# Final Code
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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)
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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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<!-- Markdeep: -->
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<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
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# Final Code
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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)
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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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<!-- Markdeep: -->
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@ -12,12 +12,12 @@ This is an extension of the Vulkan ray tracing [tutorial](vkrt_tutorial.md.htm).
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# Ray Query
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This extension is allowing to execute ray intersection queries in any shader stages. In this example, we will add
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ray queries to the fragment shader to cast shadow rays.
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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.
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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
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will matter, is the creation of the acceleration structure.
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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
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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
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all functions that were dedicated to ray tracing and keep only the construction of the BLAS and TLAS.
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# Cleanup
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@ -121,19 +121,9 @@ if(rayQueryGetIntersectionTypeEXT(rayQuery, true) != gl_RayQueryCommittedInterse
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~~~~
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!!! Info Ray Query
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Information about [Ray Query](https://github.com/KhronosGroup/GLSL/blob/master/extensions/ext/GLSL_EXT_ray_query.txt) extension.
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# Final Code
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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)
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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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<!-- Markdeep: -->
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@ -257,7 +257,7 @@ Finally, in `main.cpp` in the `renderUI` function, we will add a slider to contr
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# Final Code
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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)
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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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<!-- Markdeep: -->
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@ -49,7 +49,7 @@ If you are in the Beta period, install and compile all of the following
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## Structure
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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.
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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.
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All following instructions are based on the modification of this project.
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The directory `ray_tracing__simple` is the end result of this tutorial.
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@ -67,7 +67,7 @@ The directory structure should be looking like:
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* |
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* +-- 📂 shared_sources
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* |
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* +-- 📂 vk_raytracing_tutorial
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* +-- 📂 vk_raytracing_tutorial_KHR
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* | |
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* | +-- 📂 ray_tracing__before
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* | |
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@ -78,7 +78,7 @@ The directory structure should be looking like:
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!!! Warning
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**Run CMake** in vk_raytracing_tutorial.
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**Run CMake** in vk_raytracing_tutorial_KHR.
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!!! Warning Beta
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Modify `VULKAN > VULKAN_HEADERS_OVERRIDE_INCLUDE_DIR` to the path to beta vulkan headers.
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@ -1847,7 +1847,7 @@ prd.hitValue = vec3(lightIntensity * attenuation * (diffuse + specular));
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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.
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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.
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# Going Further
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