Update README.md
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@ -37,7 +37,7 @@ Tutorial | Details
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 | [Reflections](ray_tracing_reflections) <br> Reflections can be implemented by shooting new rays from the closest hit shader, or by iteratively shooting them from the raygen shader. This example shows the limitations and differences of these implementations. Calls traceRayEXT() from the closest hit shader (recursive). Adds more data to the ray payload to continue the ray from the raygen shader.
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 | [Multiple Closest Hits Shader and Shader Records](ray_tracing_manyhits) <br> Explains how to add more closest hit shaders, choose which instance uses which shader, add data per SBT that can be retrieved in the shader, and more. One closest hit shader per object. Sharing closest hit shaders for some objects. Passing a shader record to the closest hit shader.
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 | [Animation](ray_tracing_animation) <br> This tutorial shows how animating the transformation matrices of the instances (TLAS) and animating the vertices of an object (BLAS) in a compute shader could be done. Refitting top level acceleration structures. Refitting bottom level acceleration structures.
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 | [Intersectiom Shader](ray_tracing_intersection) <br> Adding thousands of implicit primitives and using an intersection shader to render spheres and cubes. Explains what is needed to get procedural hit group working. Intersection Shaders. Sphere intersection. Axis aligned bounding box intersection.
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 | [Intersection Shader](ray_tracing_intersection) <br> Adds thousands of implicit primitives and uses an intersection shader to render spheres and cubes. Explains what is needed to get procedural hit group working. Intersection Shaders. Sphere intersection. Axis aligned bounding box intersection.
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 | [Callable Shader](ray_tracing_callable) <br> Replacing if/else by callable shaders. The code to execute the lighting is done in separate callable shaders instead of being part of the main code. Adding multiple callable shaders. Calling ExecuteCallableEXT from the closest hit 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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