From f550d14dcc4fb08bff2658d99e22389d7a2bd60d Mon Sep 17 00:00:00 2001 From: mlefrancois Date: Thu, 23 Nov 2023 17:27:20 +0100 Subject: [PATCH] Updating html path --- README.md | 4 ++-- docs/README.md | 2 +- ray_tracing__advance/README.md | 2 +- ray_tracing__before/README.md | 2 +- ray_tracing__simple/README.md | 2 +- ray_tracing_animation/README.md | 2 +- ray_tracing_anyhit/README.md | 2 +- ray_tracing_ao/README.md | 2 +- ray_tracing_callable/README.md | 2 +- ray_tracing_indirect_scissor/README.md | 2 +- ray_tracing_instances/README.md | 2 +- ray_tracing_intersection/README.md | 2 +- ray_tracing_jitter_cam/README.md | 2 +- ray_tracing_manyhits/README.md | 2 +- ray_tracing_motionblur/README.md | 2 +- ray_tracing_rayquery/README.md | 2 +- ray_tracing_reflections/README.md | 2 +- 17 files changed, 18 insertions(+), 18 deletions(-) diff --git a/README.md b/README.md index eac6ee1..6d285f0 100644 --- a/README.md +++ b/README.md @@ -15,10 +15,10 @@ To be able to compile and run those examples, please follow the [setup](docs/set ## Tutorials -The [first tutorial](https://nvpro-samples.github.io/vk_raytracing_tutorial_KHR/) starts from a very simple Vulkan application. It loads a OBJ file and uses the rasterizer to render it. The tutorial then adds, **step-by-step**, all that is needed to be able to ray trace the scene. +The [first tutorial](https://nvpro-samples.github.io/vk_raytracing_tutorial_KHR/vkrt_tutorial.md.html) starts from a very simple Vulkan application. It loads a OBJ file and uses the rasterizer to render it. The tutorial then adds, **step-by-step**, all that is needed to be able to ray trace the scene. ------- -### Ray Tracing Tutorial: :arrow_forward: **[Start Here](https://nvpro-samples.github.io/vk_raytracing_tutorial_KHR/)** :arrow_backward: +### Ray Tracing Tutorial: :arrow_forward: **[Start Here](https://nvpro-samples.github.io/vk_raytracing_tutorial_KHR/vkrt_tutorial.md.html)** :arrow_backward: ------- diff --git a/docs/README.md b/docs/README.md index a8c1cd9..9801043 100644 --- a/docs/README.md +++ b/docs/README.md @@ -1,2 +1,2 @@ -# Start [Ray Tracing Tutorial](https://nvpro-samples.github.io/vk_raytracing_tutorial_KHR/) +# Start [Ray Tracing Tutorial](https://nvpro-samples.github.io/vk_raytracing_tutorial_KHR/vkrt_tutorial.md.html) diff --git a/ray_tracing__advance/README.md b/ray_tracing__advance/README.md index d6b5036..d2cd1f1 100644 --- a/ray_tracing__advance/README.md +++ b/ray_tracing__advance/README.md @@ -2,6 +2,6 @@ This example is the combination of all tutorials. -If you haven't done the tutorials, you can start [here](https://nvpro-samples.github.io/vk_raytracing_tutorial_KHR) +If you haven't done the tutorials, you can start [here](https://nvpro-samples.github.io/vk_raytracing_tutorial_KHR/vkrt_tutorial.md.html) ![](../docs/Images/ray_tracing__advance.png) diff --git a/ray_tracing__before/README.md b/ray_tracing__before/README.md index 3eac54e..4056d5f 100644 --- a/ray_tracing__before/README.md +++ b/ray_tracing__before/README.md @@ -1,7 +1,7 @@ # NVIDIA Vulkan Ray Tracing Tutorial This sample is a simple OBJ viewer in Vulkan, without any ray tracing functionality. -It is the starting point of the [ray tracing tutorial](https://nvpro-samples.github.io/vk_raytracing_tutorial_KHR/), +It is the starting point of the [ray tracing tutorial](https://nvpro-samples.github.io/vk_raytracing_tutorial_KHR/vkrt_tutorial.md.html), the source of the application where ray tracing will be added. ![](images/vk_ray_tracing__before.png) diff --git a/ray_tracing__simple/README.md b/ray_tracing__simple/README.md index 399617f..89a877c 100644 --- a/ray_tracing__simple/README.md +++ b/ray_tracing__simple/README.md @@ -3,7 +3,7 @@ This example is the result of the ray tracing tutorial. The tutorial is adding ray tracing capability to an OBJ rasterizer in Vulkan -If you haven't done it, [**Start Ray Tracing Tutorial**](https://nvpro-samples.github.io/vk_raytracing_tutorial_KHR/). +If you haven't done it, [**Start Ray Tracing Tutorial**](https://nvpro-samples.github.io/vk_raytracing_tutorial_KHR/vkrt_tutorial.md.html). ![resultRaytraceShadowMedieval](../docs/Images/resultRaytraceShadowMedieval.png) diff --git a/ray_tracing_animation/README.md b/ray_tracing_animation/README.md index 5b58080..221dac2 100644 --- a/ray_tracing_animation/README.md +++ b/ray_tracing_animation/README.md @@ -4,7 +4,7 @@ ## Tutorial ([Setup](../docs/setup.md)) -This is an extension of the Vulkan ray tracing [tutorial](https://nvpro-samples.github.io/vk_raytracing_tutorial_KHR). +This is an extension of the Vulkan ray tracing [tutorial](https://nvpro-samples.github.io/vk_raytracing_tutorial_KHR/vkrt_tutorial.md.html). We will implement two animation methods: only the transformation matrices, and animating the geometry itself. diff --git a/ray_tracing_anyhit/README.md b/ray_tracing_anyhit/README.md index ae637fd..e75b330 100644 --- a/ray_tracing_anyhit/README.md +++ b/ray_tracing_anyhit/README.md @@ -7,7 +7,7 @@ ## Tutorial ([Setup](../docs/setup.md)) -This is an extension of the Vulkan ray tracing [tutorial](https://nvpro-samples.github.io/vk_raytracing_tutorial_KHR). +This is an extension of the Vulkan ray tracing [tutorial](https://nvpro-samples.github.io/vk_raytracing_tutorial_KHR/vkrt_tutorial.md.html). Like closest hit shaders, any hit shaders operate on intersections between rays and geometry. However, the any hit shader will be executed for all hits along the ray. The closest hit shader will then be invoked on the closest accepted diff --git a/ray_tracing_ao/README.md b/ray_tracing_ao/README.md index 1022924..2f90fd4 100644 --- a/ray_tracing_ao/README.md +++ b/ray_tracing_ao/README.md @@ -4,7 +4,7 @@ ## Tutorial ([Setup](../docs/setup.md)) -This is an extension of the Vulkan ray tracing [tutorial](https://nvpro-samples.github.io/vk_raytracing_tutorial_KHR). +This is an extension of the Vulkan ray tracing [tutorial](https://nvpro-samples.github.io/vk_raytracing_tutorial_KHR/vkrt_tutorial.md.html). This extension to the tutorial is showing how G-Buffers from the fragment shader, can be used in a compute shader to cast ambient occlusion rays using ray queries [(GLSL_EXT_ray_query)](https://github.com/KhronosGroup/GLSL/blob/master/extensions/ext/GLSL_EXT_ray_query.txt). diff --git a/ray_tracing_callable/README.md b/ray_tracing_callable/README.md index 0d75992..93c642f 100644 --- a/ray_tracing_callable/README.md +++ b/ray_tracing_callable/README.md @@ -5,7 +5,7 @@ ## Tutorial ([Setup](../docs/setup.md)) -This is an extension of the Vulkan ray tracing [tutorial](https://nvpro-samples.github.io/vk_raytracing_tutorial_KHR). +This is an extension of the Vulkan ray tracing [tutorial](https://nvpro-samples.github.io/vk_raytracing_tutorial_KHR/vkrt_tutorial.md.html). Ray tracing allow to use [callable shaders](https://www.khronos.org/registry/vulkan/specs/1.1-extensions/html/chap8.html#shaders-callable) diff --git a/ray_tracing_indirect_scissor/README.md b/ray_tracing_indirect_scissor/README.md index 47ab6eb..74e07b2 100644 --- a/ray_tracing_indirect_scissor/README.md +++ b/ray_tracing_indirect_scissor/README.md @@ -1,5 +1,5 @@ # NVIDIA Vulkan Trace Rays Indirect Tutorial -This is an extension of the [Vulkan ray tracing tutorial](https://nvpro-samples.github.io/vk_raytracing_tutorial_KHR/). +This is an extension of the [Vulkan ray tracing tutorial](https://nvpro-samples.github.io/vk_raytracing_tutorial_KHR/vkrt_tutorial.md.html). We will discuss the `vkCmdTraceRaysIndirectKHR` command, which allows the `width`, `height`, and `depth` of a trace ray command to be specifed by a diff --git a/ray_tracing_instances/README.md b/ray_tracing_instances/README.md index 3841b75..3ea2dae 100644 --- a/ray_tracing_instances/README.md +++ b/ray_tracing_instances/README.md @@ -5,7 +5,7 @@ ## Tutorial ([Setup](../docs/setup.md)) -This is an extension of the Vulkan ray tracing [tutorial](https://nvpro-samples.github.io/vk_raytracing_tutorial_KHR). +This is an extension of the Vulkan ray tracing [tutorial](https://nvpro-samples.github.io/vk_raytracing_tutorial_KHR/vkrt_tutorial.md.html). Ray tracing can easily handle having many object instances at once. For instance, a top level acceleration structure can diff --git a/ray_tracing_intersection/README.md b/ray_tracing_intersection/README.md index e935c5f..5ca4f09 100644 --- a/ray_tracing_intersection/README.md +++ b/ray_tracing_intersection/README.md @@ -6,7 +6,7 @@ ## Tutorial ([Setup](../docs/setup.md)) -This is an extension of the Vulkan ray tracing [tutorial](https://nvpro-samples.github.io/vk_raytracing_tutorial_KHR). +This is an extension of the Vulkan ray tracing [tutorial](https://nvpro-samples.github.io/vk_raytracing_tutorial_KHR/vkrt_tutorial.md.html). This tutorial chapter shows how to use intersection shader and render different primitives with different materials. diff --git a/ray_tracing_jitter_cam/README.md b/ray_tracing_jitter_cam/README.md index f9fdaee..44340ab 100644 --- a/ray_tracing_jitter_cam/README.md +++ b/ray_tracing_jitter_cam/README.md @@ -4,7 +4,7 @@ ## Tutorial ([Setup](../docs/setup.md)) -This is an extension of the Vulkan ray tracing [tutorial](https://nvpro-samples.github.io/vk_raytracing_tutorial_KHR). +This is an extension of the Vulkan ray tracing [tutorial](https://nvpro-samples.github.io/vk_raytracing_tutorial_KHR/vkrt_tutorial.md.html). In this extension, we will implement antialiasing by jittering the offset of each ray for each pixel over time, instead of always shooting each ray from the middle of its pixel. diff --git a/ray_tracing_manyhits/README.md b/ray_tracing_manyhits/README.md index c180d55..417f03e 100644 --- a/ray_tracing_manyhits/README.md +++ b/ray_tracing_manyhits/README.md @@ -4,7 +4,7 @@ ## Tutorial ([Setup](../docs/setup.md)) -This is an extension of the Vulkan ray tracing [tutorial](https://nvpro-samples.github.io/vk_raytracing_tutorial_KHR). +This is an extension of the Vulkan ray tracing [tutorial](https://nvpro-samples.github.io/vk_raytracing_tutorial_KHR/vkrt_tutorial.md.html). The ray tracing tutorial only uses one closest hit shader, but it is also possible to have multiple closest hit shaders. For example, this could be used to give different models different shaders, or to use a less complex shader when tracing diff --git a/ray_tracing_motionblur/README.md b/ray_tracing_motionblur/README.md index 9970ab0..545164e 100644 --- a/ray_tracing_motionblur/README.md +++ b/ray_tracing_motionblur/README.md @@ -2,7 +2,7 @@ ![](images/motionblur.png) -This is an extension of the Vulkan ray tracing [tutorial](https://nvpro-samples.github.io/vk_raytracing_tutorial_KHR). +This is an extension of the Vulkan ray tracing [tutorial](https://nvpro-samples.github.io/vk_raytracing_tutorial_KHR/vkrt_tutorial.md.html). If you haven't compiled it before, here is the [setup](../docs/setup.md). diff --git a/ray_tracing_rayquery/README.md b/ray_tracing_rayquery/README.md index 030343d..0152b5c 100644 --- a/ray_tracing_rayquery/README.md +++ b/ray_tracing_rayquery/README.md @@ -4,7 +4,7 @@ ## Tutorial ([Setup](../docs/setup.md)) -This is an extension of the Vulkan ray tracing [tutorial](https://nvpro-samples.github.io/vk_raytracing_tutorial_KHR). +This is an extension of the Vulkan ray tracing [tutorial](https://nvpro-samples.github.io/vk_raytracing_tutorial_KHR/vkrt_tutorial.md.html). This extension is allowing to execute ray intersection queries in any shader stages. In this example, we will add 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. diff --git a/ray_tracing_reflections/README.md b/ray_tracing_reflections/README.md index 73ea0f2..f88b9f9 100644 --- a/ray_tracing_reflections/README.md +++ b/ray_tracing_reflections/README.md @@ -4,7 +4,7 @@ ## Tutorial ([Setup](../docs/setup.md)) -This is an extension of the Vulkan ray tracing [tutorial](https://nvpro-samples.github.io/vk_raytracing_tutorial_KHR). +This is an extension of the Vulkan ray tracing [tutorial](https://nvpro-samples.github.io/vk_raytracing_tutorial_KHR/vkrt_tutorial.md.html). ## Setting Up the scene