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## Tutorials ## 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.
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### 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:
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# 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)

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This example is the combination of all tutorials. 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) ![](../docs/Images/ray_tracing__advance.png)

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# NVIDIA Vulkan Ray Tracing Tutorial # NVIDIA Vulkan Ray Tracing Tutorial
This sample is a simple OBJ viewer in Vulkan, without any ray tracing functionality. 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. the source of the application where ray tracing will be added.
![](images/vk_ray_tracing__before.png) ![](images/vk_ray_tracing__before.png)

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This example is the result of the ray tracing tutorial. This example is the result of the ray tracing tutorial.
The tutorial is adding ray tracing capability to an OBJ rasterizer in Vulkan 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) ![resultRaytraceShadowMedieval](../docs/Images/resultRaytraceShadowMedieval.png)

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## Tutorial ([Setup](../docs/setup.md)) ## 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. We will implement two animation methods: only the transformation matrices, and animating the geometry itself.

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## Tutorial ([Setup](../docs/setup.md)) ## 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 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 shader will be executed for all hits along the ray. The closest hit shader will then be invoked on the closest accepted

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## Tutorial ([Setup](../docs/setup.md)) ## 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 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). ray queries [(GLSL_EXT_ray_query)](https://github.com/KhronosGroup/GLSL/blob/master/extensions/ext/GLSL_EXT_ray_query.txt).

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## Tutorial ([Setup](../docs/setup.md)) ## 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) Ray tracing allow to use [callable shaders](https://www.khronos.org/registry/vulkan/specs/1.1-extensions/html/chap8.html#shaders-callable)

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# NVIDIA Vulkan Trace Rays Indirect Tutorial # 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 We will discuss the `vkCmdTraceRaysIndirectKHR` command, which allows the
`width`, `height`, and `depth` of a trace ray command to be specifed by a `width`, `height`, and `depth` of a trace ray command to be specifed by a

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## Tutorial ([Setup](../docs/setup.md)) ## 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 Ray tracing can easily handle having many object instances at once. For instance, a top level acceleration structure can

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## Tutorial ([Setup](../docs/setup.md)) ## 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. This tutorial chapter shows how to use intersection shader and render different primitives with different materials.

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## Tutorial ([Setup](../docs/setup.md)) ## 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. 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.

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## Tutorial ([Setup](../docs/setup.md)) ## 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. 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 For example, this could be used to give different models different shaders, or to use a less complex shader when tracing

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![](images/motionblur.png) ![](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). If you haven't compiled it before, here is the [setup](../docs/setup.md).

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## Tutorial ([Setup](../docs/setup.md)) ## 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 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. 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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## Tutorial ([Setup](../docs/setup.md)) ## 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 ## Setting Up the scene