Update links to .html files
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8 changed files with 10 additions and 10 deletions
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@ -9,7 +9,7 @@
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This is an extension of the [Vulkan ray tracing tutorial](vkrt_tutorial.md.htm).
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This is an extension of the [Vulkan ray tracing tutorial](vkrt_tutorial.md.html).
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We will discuss two animation methods: animating only the transformation matrices, and animating the geometry itself.
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@ -169,7 +169,7 @@ m_rtBuilder.updateTlasMatrices(m_tlas);
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We currently use `nvvk::RaytracingBuilder` to update the matrices for convenience, but
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this could be done more efficiently if one kept some of the buffer and memory references. Using a
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memory allocator, such as the one described in the [Many Objects Tutorial](vkrt_tuto_instances.md.htm),
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memory allocator, such as the one described in the [Many Objects Tutorial](vkrt_tuto_instances.md.html),
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could also be an alternative for avoiding multiple reallocations. Here's the implementation of `nvvk::RaytracingBuilder::updateTlasMatrices`.
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### Staging Buffer
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@ -7,7 +7,7 @@
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This is an extension of the Vulkan ray tracing [tutorial](vkrt_tutorial.md.htm).
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This is an extension of the Vulkan ray tracing [tutorial](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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@ -18,7 +18,7 @@ used for simple transparency. In this example we will show what is needed to do
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transparency effect.
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!!! Note Note
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This example is based on many elements from the [Antialiasing Tutorial](vkrt_tuto_jitter_cam.md.htm).
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This example is based on many elements from the [Antialiasing Tutorial](vkrt_tuto_jitter_cam.md.html).
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(insert setup.md.html here)
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@ -6,7 +6,7 @@
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This is an extension of the [Vulkan ray tracing tutorial](vkrt_tutorial.md.htm).
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This is an extension of the [Vulkan ray tracing tutorial](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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@ -7,7 +7,7 @@
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This is an extension of the Vulkan ray tracing [tutorial](vkrt_tutorial.md.htm).
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This is an extension of the Vulkan ray tracing [tutorial](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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have many different instances of a bottom level acceleration structure. However, when we have many different objects, we
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@ -7,7 +7,7 @@
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# Introduction
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This is an extension of the Vulkan ray tracing [tutorial](vkrt_tutorial.md.htm).
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This is an extension of the Vulkan ray tracing [tutorial](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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@ -4,7 +4,7 @@
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This is an extension of the Vulkan ray tracing [tutorial](vkrt_tutorial.md.htm).
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This is an extension of the Vulkan ray tracing [tutorial](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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@ -5,7 +5,7 @@
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This is an extension of the Vulkan ray tracing [tutorial](vkrt_tutorial.md.htm).
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This is an extension of the Vulkan ray tracing [tutorial](vkrt_tutorial.md.html).
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(insert setup.md.html here)
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@ -5,7 +5,7 @@
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This is an extension of the Vulkan ray tracing [tutorial](vkrt_tutorial.md.htm).
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This is an extension of the Vulkan ray tracing [tutorial](vkrt_tutorial.md.html).
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(insert setup.md.html here)
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