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@ -15,10 +15,10 @@ To be able to compile and run those examples, please follow the [setup](docs/set
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## Tutorials
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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.
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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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-------
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### Ray Tracing Tutorial: :arrow_forward: **[Start Here](https://nvpro-samples.github.io/vk_raytracing_tutorial_KHR/)** :arrow_backward:
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### 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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-------
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@ -1,2 +1,2 @@
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# Start [Ray Tracing Tutorial](https://nvpro-samples.github.io/vk_raytracing_tutorial_KHR/)
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# 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.
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If you haven't done the tutorials, you can start [here](https://nvpro-samples.github.io/vk_raytracing_tutorial_KHR)
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If you haven't done the tutorials, you can start [here](https://nvpro-samples.github.io/vk_raytracing_tutorial_KHR/vkrt_tutorial.md.html)
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# NVIDIA Vulkan Ray Tracing Tutorial
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This sample is a simple OBJ viewer in Vulkan, without any ray tracing functionality.
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It is the starting point of the [ray tracing tutorial](https://nvpro-samples.github.io/vk_raytracing_tutorial_KHR/),
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It is the starting point of the [ray tracing tutorial](https://nvpro-samples.github.io/vk_raytracing_tutorial_KHR/vkrt_tutorial.md.html),
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the source of the application where ray tracing will be added.
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This example is the result of the ray tracing tutorial.
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The tutorial is adding ray tracing capability to an OBJ rasterizer in Vulkan
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If you haven't done it, [**Start Ray Tracing Tutorial**](https://nvpro-samples.github.io/vk_raytracing_tutorial_KHR/).
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If you haven't done it, [**Start Ray Tracing Tutorial**](https://nvpro-samples.github.io/vk_raytracing_tutorial_KHR/vkrt_tutorial.md.html).
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@ -4,7 +4,7 @@
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## Tutorial ([Setup](../docs/setup.md))
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This is an extension of the Vulkan ray tracing [tutorial](https://nvpro-samples.github.io/vk_raytracing_tutorial_KHR).
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This is an extension of the Vulkan ray tracing [tutorial](https://nvpro-samples.github.io/vk_raytracing_tutorial_KHR/vkrt_tutorial.md.html).
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We will implement two animation methods: only the transformation matrices, and animating the geometry itself.
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## Tutorial ([Setup](../docs/setup.md))
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This is an extension of the Vulkan ray tracing [tutorial](https://nvpro-samples.github.io/vk_raytracing_tutorial_KHR).
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This is an extension of the Vulkan ray tracing [tutorial](https://nvpro-samples.github.io/vk_raytracing_tutorial_KHR/vkrt_tutorial.md.html).
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Like closest hit shaders, any hit shaders operate on intersections between rays and geometry. However, the any hit
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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))
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This is an extension of the Vulkan ray tracing [tutorial](https://nvpro-samples.github.io/vk_raytracing_tutorial_KHR).
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This is an extension of the Vulkan ray tracing [tutorial](https://nvpro-samples.github.io/vk_raytracing_tutorial_KHR/vkrt_tutorial.md.html).
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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
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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))
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This is an extension of the Vulkan ray tracing [tutorial](https://nvpro-samples.github.io/vk_raytracing_tutorial_KHR).
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This is an extension of the Vulkan ray tracing [tutorial](https://nvpro-samples.github.io/vk_raytracing_tutorial_KHR/vkrt_tutorial.md.html).
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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
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This is an extension of the [Vulkan ray tracing tutorial](https://nvpro-samples.github.io/vk_raytracing_tutorial_KHR/).
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This is an extension of the [Vulkan ray tracing tutorial](https://nvpro-samples.github.io/vk_raytracing_tutorial_KHR/vkrt_tutorial.md.html).
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We will discuss the `vkCmdTraceRaysIndirectKHR` command, which allows the
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`width`, `height`, and `depth` of a trace ray command to be specifed by a
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## Tutorial ([Setup](../docs/setup.md))
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This is an extension of the Vulkan ray tracing [tutorial](https://nvpro-samples.github.io/vk_raytracing_tutorial_KHR).
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This is an extension of the Vulkan ray tracing [tutorial](https://nvpro-samples.github.io/vk_raytracing_tutorial_KHR/vkrt_tutorial.md.html).
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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))
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This is an extension of the Vulkan ray tracing [tutorial](https://nvpro-samples.github.io/vk_raytracing_tutorial_KHR).
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This is an extension of the Vulkan ray tracing [tutorial](https://nvpro-samples.github.io/vk_raytracing_tutorial_KHR/vkrt_tutorial.md.html).
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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))
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This is an extension of the Vulkan ray tracing [tutorial](https://nvpro-samples.github.io/vk_raytracing_tutorial_KHR).
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This is an extension of the Vulkan ray tracing [tutorial](https://nvpro-samples.github.io/vk_raytracing_tutorial_KHR/vkrt_tutorial.md.html).
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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))
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This is an extension of the Vulkan ray tracing [tutorial](https://nvpro-samples.github.io/vk_raytracing_tutorial_KHR).
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This is an extension of the Vulkan ray tracing [tutorial](https://nvpro-samples.github.io/vk_raytracing_tutorial_KHR/vkrt_tutorial.md.html).
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The ray tracing tutorial only uses one closest hit shader, but it is also possible to have multiple closest hit shaders.
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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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This is an extension of the Vulkan ray tracing [tutorial](https://nvpro-samples.github.io/vk_raytracing_tutorial_KHR).
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This is an extension of the Vulkan ray tracing [tutorial](https://nvpro-samples.github.io/vk_raytracing_tutorial_KHR/vkrt_tutorial.md.html).
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If you haven't compiled it before, here is the [setup](../docs/setup.md).
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## Tutorial ([Setup](../docs/setup.md))
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This is an extension of the Vulkan ray tracing [tutorial](https://nvpro-samples.github.io/vk_raytracing_tutorial_KHR).
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This is an extension of the Vulkan ray tracing [tutorial](https://nvpro-samples.github.io/vk_raytracing_tutorial_KHR/vkrt_tutorial.md.html).
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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 [(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))
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This is an extension of the Vulkan ray tracing [tutorial](https://nvpro-samples.github.io/vk_raytracing_tutorial_KHR).
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This is an extension of the Vulkan ray tracing [tutorial](https://nvpro-samples.github.io/vk_raytracing_tutorial_KHR/vkrt_tutorial.md.html).
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## Setting Up the scene
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