Update links to .html files

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Neil Bickford 2021-01-06 17:48:30 -08:00
parent a085dc1866
commit f587609586
8 changed files with 10 additions and 10 deletions

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![](Images/animation2.gif) ![](Images/animation2.gif)
This is an extension of the [Vulkan ray tracing tutorial](vkrt_tutorial.md.htm). This is an extension of the [Vulkan ray tracing tutorial](vkrt_tutorial.md.html).
We will discuss two animation methods: animating only the transformation matrices, and animating the geometry itself. We will discuss two animation methods: animating only the transformation matrices, and animating the geometry itself.
@ -169,7 +169,7 @@ m_rtBuilder.updateTlasMatrices(m_tlas);
We currently use `nvvk::RaytracingBuilder` to update the matrices for convenience, but We currently use `nvvk::RaytracingBuilder` to update the matrices for convenience, but
this could be done more efficiently if one kept some of the buffer and memory references. Using a this could be done more efficiently if one kept some of the buffer and memory references. Using a
memory allocator, such as the one described in the [Many Objects Tutorial](vkrt_tuto_instances.md.htm), memory allocator, such as the one described in the [Many Objects Tutorial](vkrt_tuto_instances.md.html),
could also be an alternative for avoiding multiple reallocations. Here's the implementation of `nvvk::RaytracingBuilder::updateTlasMatrices`. could also be an alternative for avoiding multiple reallocations. Here's the implementation of `nvvk::RaytracingBuilder::updateTlasMatrices`.
### Staging Buffer ### Staging Buffer

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![](Images/anyhit.png) ![](Images/anyhit.png)
This is an extension of the Vulkan ray tracing [tutorial](vkrt_tutorial.md.htm). This is an extension of the Vulkan ray tracing [tutorial](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
@ -18,7 +18,7 @@ used for simple transparency. In this example we will show what is needed to do
transparency effect. transparency effect.
!!! Note Note !!! Note Note
This example is based on many elements from the [Antialiasing Tutorial](vkrt_tuto_jitter_cam.md.htm). This example is based on many elements from the [Antialiasing Tutorial](vkrt_tuto_jitter_cam.md.html).
(insert setup.md.html here) (insert setup.md.html here)

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![](Images/indirect_scissor/intro.png) ![](Images/indirect_scissor/intro.png)
This is an extension of the [Vulkan ray tracing tutorial](vkrt_tutorial.md.htm). This is an extension of the [Vulkan ray tracing tutorial](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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![](Images/VkInstances.png) ![](Images/VkInstances.png)
This is an extension of the Vulkan ray tracing [tutorial](vkrt_tutorial.md.htm). This is an extension of the Vulkan ray tracing [tutorial](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
have many different instances of a bottom level acceleration structure. However, when we have many different objects, we have many different instances of a bottom level acceleration structure. However, when we have many different objects, we

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# Introduction # Introduction
This is an extension of the Vulkan ray tracing [tutorial](vkrt_tutorial.md.htm). This is an extension of the Vulkan ray tracing [tutorial](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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![](Images/manyhits.png) ![](Images/manyhits.png)
This is an extension of the Vulkan ray tracing [tutorial](vkrt_tutorial.md.htm). This is an extension of the Vulkan ray tracing [tutorial](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/rayquery.png) ![](Images/rayquery.png)
This is an extension of the Vulkan ray tracing [tutorial](vkrt_tutorial.md.htm). This is an extension of the Vulkan ray tracing [tutorial](vkrt_tutorial.md.html).
(insert setup.md.html here) (insert setup.md.html here)

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![](Images/reflections.png) ![](Images/reflections.png)
This is an extension of the Vulkan ray tracing [tutorial](vkrt_tutorial.md.htm). This is an extension of the Vulkan ray tracing [tutorial](vkrt_tutorial.md.html).
(insert setup.md.html here) (insert setup.md.html here)