# Ray Tracing Animation - Tutorial ![](Images/animation2.gif) ## Tutorial ([Setup](../docs/setup.md)) This is an extension of the Vulkan ray tracing [tutorial](https://nvpro-samples.github.io/vk_raytracing_tutorial_KHR). We will implement two animation methods: animating only the transformation matrices, and animating the geometry itself. ## Animating the Matrices This first example shows how we can update the matrices used for instances in the TLAS. ### Creating a Scene In main.cpp we can create a new scene with a ground plane and 21 instances of the Wuson model, by replacing the `helloVk.loadModel` calls in `main()`. The code below creates all of the instances at the same position, but we will displace them later in the animation function. If you run the example, you will find that the rendering is considerably slow, because the geometries are exactly at the same position and the acceleration structure does not deal with this well. ~~~~ C++ helloVk.loadModel(nvh::findFile("media/scenes/plane.obj", defaultSearchPaths), nvmath::scale_mat4(nvmath::vec3f(2.f, 1.f, 2.f))); helloVk.loadModel(nvh::findFile("media/scenes/wuson.obj", defaultSearchPaths)); HelloVulkan::ObjInstance inst = helloVk.m_objInstance.back(); for(int i = 0; i < 20; i++) helloVk.m_objInstance.push_back(inst); ~~~~ ### Animation Function We want to have all of the Wuson models running in a circle, and we will first modify the rasterizer to handle this. Animating the transformation matrices will be done entirely on the CPU, and we will copy the computed transformation to the GPU. In the next example, the animation will be done on the GPU using a compute shader. Add the declaration of the animation to the `HelloVulkan` class. ~~~~ C++ void animationInstances(float time); ~~~~ The first part computes the transformations for all of the Wuson models, placing each one behind another. ~~~~ C++ void HelloVulkan::animationInstances(float time) { const int32_t nbWuson = static_cast(m_objInstance.size() - 1); const float deltaAngle = 6.28318530718f / static_cast(nbWuson); const float wusonLength = 3.f; const float radius = wusonLength / (2.f * sin(deltaAngle / 2.0f)); const float offset = time * 0.5f; for(int i = 0; i < nbWuson; i++) { int wusonIdx = i + 1; ObjInstance& inst = m_objInstance[wusonIdx]; inst.transform = nvmath::rotation_mat4_y(i * deltaAngle + offset) * nvmath::translation_mat4(radius, 0.f, 0.f); inst.transformIT = nvmath::transpose(nvmath::invert(inst.transform)); } ~~~~ Next, we update the buffer that describes the scene, which is used by the rasterizer to set each object's position, and also by the ray tracer to compute shading normals. ~~~~ C++ // Update the buffer vk::DeviceSize bufferSize = m_objInstance.size() * sizeof(ObjInstance); nvvkBuffer stagingBuffer = m_alloc.createBuffer(bufferSize, vk::BufferUsageFlagBits::eTransferSrc, vk::MemoryPropertyFlagBits::eHostVisible); // Copy data to staging buffer auto* gInst = m_alloc.map(stagingBuffer); memcpy(gInst, m_objInstance.data(), bufferSize); m_alloc.unmap(stagingBuffer); // Copy staging buffer to the Scene Description buffer nvvk::CommandPool genCmdBuf(m_device, m_graphicsQueueIndex); vk::CommandBuffer cmdBuf = genCmdBuf.createCommandBuffer(); cmdBuf.copyBuffer(stagingBuffer.buffer, m_sceneDesc.buffer, vk::BufferCopy(0, 0, bufferSize)); m_debug.endLabel(cmdBuf); genCmdBuf.submitAndWait(cmdBuf); m_alloc.destroy(stagingBuffer); m_rtBuilder.updateTlasMatrices(m_tlas); m_rtBuilder.updateBlas(2); } ~~~~ **Note**: We could have used `cmdBuf.updateBuffer(m_sceneDesc.buffer, 0, m_objInstance)` to update the buffer, but this function only works for buffers with less than 65,536 bytes. If we had 2000 Wuson models, this call wouldn't work. ### Loop Animation In `main()`, just before the main loop, add a variable to hold the start time. We will use this time in our animation function. ~~~~ C++ auto start = std::chrono::system_clock::now(); ~~~~ Inside the `while` loop, just before calling `appBase.prepareFrame()`, invoke the animation function. ~~~~ C++ std::chrono::duration diff = std::chrono::system_clock::now() - start; helloVk.animationInstances(diff.count()); ~~~~ If you run the application, the Wuson models will be running in a circle when using the rasterizer, but they will still be at their original positions in the ray traced version. We will need to update the TLAS for this. ## Update TLAS Since we want to update the transformation matrices in the TLAS, we need to keep some of the objects used to create it. First, move the vector of `nvvk::RaytracingBuilder::Instance` objects from `HelloVulkan::createTopLevelAS()` to the `HelloVulkan` class. ~~~~ C++ std::vector m_tlas; ~~~~ Make sure to rename it to `m_tlas`, instead of `tlas`. One important point is that we need to set the TLAS build flags to allow updates, by adding the`vk::BuildAccelerationStructureFlagBitsKHR::eAllowUpdate` flag. This is absolutely needed, since otherwise the TLAS cannot be updated. ~~~~ C++ void HelloVulkan::createTopLevelAS() { m_tlas.reserve(m_objInstance.size()); for(int i = 0; i < static_cast(m_objInstance.size()); i++) { nvvk::RaytracingBuilder::Instance rayInst; rayInst.transform = m_objInstance[i].transform; // Position of the instance rayInst.instanceId = i; // gl_InstanceID rayInst.blasId = m_objInstance[i].objIndex; rayInst.hitGroupId = m_objInstance[i].hitgroup; rayInst.flags = VK_GEOMETRY_INSTANCE_TRIANGLE_CULL_DISABLE_BIT_NV; m_tlas.emplace_back(rayInst); } m_rtBuilder.buildTlas(m_tlas, vk::BuildAccelerationStructureFlagBitsKHR::ePreferFastTrace | vk::BuildAccelerationStructureFlagBitsKHR::eAllowUpdate); } ~~~~ Back in `HelloVulkan::animationInstances()`, we need to copy the new computed transformation matrices to the vector of `nvvk::RaytracingBuilder::Instance` objects. In the `for` loop, add at the end ~~~~ C++ nvvk::RaytracingBuilder::Instance& tinst = m_tlas[wusonIdx]; tinst.transform = inst.transform; ~~~~ The last point is to call the update at the end of the function. ~~~~ C++ m_rtBuilder.updateTlasMatrices(m_tlas); ~~~~ ![](Images/animation1.gif) ### nvvk::RaytracingBuilder::updateTlasMatrices (Implementation) 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 memory allocator, such as the one described in the [Many Objects Tutorial](vkrt_tuto_instances.md.htm), could also be an alternative for avoiding multiple reallocations. Here's the implementation of `nvvk::RaytracingBuilder::updateTlasMatrices`. #### Staging Buffer As in the rasterizer, the data needs to be staged before it can be copied to the buffer used for building the TLAS. ~~~~ C++ void updateTlasMatrices(const std::vector& instances) { VkDeviceSize bufferSize = instances.size() * sizeof(VkAccelerationStructureInstanceKHR); // Create a staging buffer on the host to upload the new instance data nvvkBuffer stagingBuffer = m_alloc.createBuffer(bufferSize, VK_BUFFER_USAGE_TRANSFER_SRC_BIT, #if defined(ALLOC_VMA) VmaMemoryUsage::VMA_MEMORY_USAGE_CPU_TO_GPU #else VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT #endif ); // Copy the instance data into the staging buffer auto* gInst = reinterpret_cast(m_alloc.map(stagingBuffer)); for(int i = 0; i < instances.size(); i++) { gInst[i] = instanceToVkGeometryInstanceKHR(instances[i]); } m_alloc.unmap(stagingBuffer); ~~~~ #### Scratch Memory Building the TLAS always needs scratch memory, and so we need to request it. If we hadn't set the `eAllowUpdate` flag, the returned size would be zero and the rest of the code would fail. ~~~~ C++ // Compute the amount of scratch memory required by the AS builder to update VkAccelerationStructureMemoryRequirementsInfoKHR memoryRequirementsInfo{ VK_STRUCTURE_TYPE_ACCELERATION_STRUCTURE_MEMORY_REQUIREMENTS_INFO_KHR}; memoryRequirementsInfo.type = VK_ACCELERATION_STRUCTURE_MEMORY_REQUIREMENTS_TYPE_UPDATE_SCRATCH_KHR; memoryRequirementsInfo.accelerationStructure = m_tlas.as.accel; memoryRequirementsInfo.buildType = VK_ACCELERATION_STRUCTURE_BUILD_TYPE_DEVICE_KHR; VkMemoryRequirements2 reqMem{VK_STRUCTURE_TYPE_MEMORY_REQUIREMENTS_2}; vkGetAccelerationStructureMemoryRequirementsKHR(m_device, &memoryRequirementsInfo, &reqMem); VkDeviceSize scratchSize = reqMem.memoryRequirements.size; // Allocate the scratch buffer nvvkBuffer scratchBuffer = m_alloc.createBuffer(scratchSize, VK_BUFFER_USAGE_RAY_TRACING_BIT_KHR | VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT); VkBufferDeviceAddressInfo bufferInfo{VK_STRUCTURE_TYPE_BUFFER_DEVICE_ADDRESS_INFO}; bufferInfo.buffer = scratchBuffer.buffer; VkDeviceAddress scratchAddress = vkGetBufferDeviceAddress(m_device, &bufferInfo); ~~~~ #### Update the Buffer In a new command buffer, we copy the staging buffer to the device buffer and add a barrier to make sure the memory finishes copying before updating the TLAS. ~~~~ C++ // Update the instance buffer on the device side and build the TLAS nvvk::CommandPool genCmdBuf(m_device, m_queueIndex); VkCommandBuffer cmdBuf = genCmdBuf.createCommandBuffer(); VkBufferCopy region{0, 0, bufferSize}; vkCmdCopyBuffer(cmdBuf, stagingBuffer.buffer, m_instBuffer.buffer, 1, ®ion); //VkBufferDeviceAddressInfo bufferInfo{VK_STRUCTURE_TYPE_BUFFER_DEVICE_ADDRESS_INFO}; bufferInfo.buffer = m_instBuffer.buffer; VkDeviceAddress instanceAddress = vkGetBufferDeviceAddress(m_device, &bufferInfo); // Make sure the copy of the instance buffer are copied before triggering the // acceleration structure build VkMemoryBarrier barrier{VK_STRUCTURE_TYPE_MEMORY_BARRIER}; barrier.srcAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT; barrier.dstAccessMask = VK_ACCESS_ACCELERATION_STRUCTURE_WRITE_BIT_KHR; vkCmdPipelineBarrier(cmdBuf, VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_ACCELERATION_STRUCTURE_BUILD_BIT_KHR, 0, 1, &barrier, 0, nullptr, 0, nullptr); ~~~~ #### Update Acceleration Structure We update the TLAS using the same acceleration structure for source and destination to update it in place, and using the VK_TRUE parameter to trigger the update. ~~~~ C++ VkAccelerationStructureGeometryDataKHR geometry{VK_STRUCTURE_TYPE_ACCELERATION_STRUCTURE_GEOMETRY_INSTANCES_DATA_KHR}; geometry.instances.arrayOfPointers = VK_FALSE; geometry.instances.data.deviceAddress = instanceAddress; VkAccelerationStructureGeometryKHR topASGeometry{VK_STRUCTURE_TYPE_ACCELERATION_STRUCTURE_GEOMETRY_KHR}; topASGeometry.geometryType = VK_GEOMETRY_TYPE_INSTANCES_KHR; topASGeometry.geometry = geometry; const VkAccelerationStructureGeometryKHR* pGeometry = &topASGeometry; VkAccelerationStructureBuildGeometryInfoKHR topASInfo{VK_STRUCTURE_TYPE_ACCELERATION_STRUCTURE_BUILD_GEOMETRY_INFO_KHR}; topASInfo.flags = m_tlas.flags; topASInfo.update = VK_TRUE; topASInfo.srcAccelerationStructure = m_tlas.as.accel; topASInfo.dstAccelerationStructure = m_tlas.as.accel; topASInfo.geometryArrayOfPointers = VK_FALSE; topASInfo.geometryCount = 1; topASInfo.ppGeometries = &pGeometry; topASInfo.scratchData.deviceAddress = scratchAddress; uint32_t nbInstances = (uint32_t)instances.size(); VkAccelerationStructureBuildOffsetInfoKHR buildOffsetInfo = {nbInstances, 0, 0, 0}; const VkAccelerationStructureBuildOffsetInfoKHR* pBuildOffsetInfo = &buildOffsetInfo; // Build the TLAS // Update the acceleration structure. Note the VK_TRUE parameter to trigger the update, // and the existing TLAS being passed and updated in place vkCmdBuildAccelerationStructureKHR(cmdBuf, 1, &topASInfo, &pBuildOffsetInfo); genCmdBuf.submitAndWait(cmdBuf); ~~~~ #### Cleanup Finally, we release all temporary buffers. ~~~~ C++ m_alloc.destroy(scratchBuffer); m_alloc.destroy(stagingBuffer); } ~~~~ ## BLAS Animation In the previous chapter, we updated the transformation matrices. In this one we will modify vertices in a compute shader. ### Adding a Sphere In this chapter, we will animate a sphere. In `main.cpp`, set up the scene like this: ~~~~ C++ helloVk.loadModel(nvh::findFile("media/scenes/plane.obj", defaultSearchPaths), nvmath::scale_mat4(nvmath::vec3f(2.f, 1.f, 2.f))); helloVk.loadModel(nvh::findFile("media/scenes/wuson.obj", defaultSearchPaths)); HelloVulkan::ObjInstance inst = helloVk.m_objInstance.back(); for(int i = 0; i < 5; i++) helloVk.m_objInstance.push_back(inst); helloVk.loadModel(nvh::findFile("media/scenes/sphere.obj", defaultSearchPaths)); ~~~~ Because we now have a new instance, we have to adjust the calculation of the number of Wuson models in `HelloVulkan::animationInstances()`. ~~~~ C++ const int32_t nbWuson = static_cast(m_objInstance.size() - 2); ~~~~ ### Compute Shader The compute shader will update the vertices in-place. Add all of the following members to the `HelloVulkan` class: ~~~~ C++ void createCompDescriptors(); void updateCompDescriptors(nvvkBuffer& vertex); void createCompPipelines(); nvvk::DescriptorSetBindings m_compDescSetLayoutBind; vk::DescriptorPool m_compDescPool; vk::DescriptorSetLayout m_compDescSetLayout; vk::DescriptorSet m_compDescSet; vk::Pipeline m_compPipeline; vk::PipelineLayout m_compPipelineLayout; ~~~~ The compute shader will work on a single `VertexObj` buffer. ~~~~ C++ void HelloVulkan::createCompDescriptors() { m_compDescSetLayoutBind.addBinding(vk::DescriptorSetLayoutBinding( 0, vk::DescriptorType::eStorageBuffer, 1, vk::ShaderStageFlagBits::eCompute)); m_compDescSetLayout = m_compDescSetLayoutBind.createLayout(m_device); m_compDescPool = m_compDescSetLayoutBind.createPool(m_device, 1); m_compDescSet = nvvk::allocateDescriptorSet(m_device, m_compDescPool, m_compDescSetLayout); } ~~~~ `updateCompDescriptors` will set the set the descriptor to the buffer of `VertexObj` objects to which the animation will be applied. ~~~~ C++ void HelloVulkan::updateCompDescriptors(nvvkBuffer& vertex) { std::vector writes; vk::DescriptorBufferInfo dbiUnif{vertex.buffer, 0, VK_WHOLE_SIZE}; writes.emplace_back(m_compDescSetLayoutBind.makeWrite(m_compDescSet, 0, dbiUnif)); m_device.updateDescriptorSets(static_cast(writes.size()), writes.data(), 0, nullptr); } ~~~~ The compute pipeline will consist of a simple shader and a push constant, which will be used to set the animation time. ~~~~ C++ void HelloVulkan::createCompPipelines() { // pushing time vk::PushConstantRange push_constants = {vk::ShaderStageFlagBits::eCompute, 0, sizeof(float)}; vk::PipelineLayoutCreateInfo layout_info{{}, 1, &m_compDescSetLayout, 1, &push_constants}; m_compPipelineLayout = m_device.createPipelineLayout(layout_info); vk::ComputePipelineCreateInfo computePipelineCreateInfo{{}, {}, m_compPipelineLayout}; computePipelineCreateInfo.stage = nvvk::createShaderStageInfo(m_device, nvh::loadFile("shaders/anim.comp.spv", true, defaultSearchPaths), VK_SHADER_STAGE_COMPUTE_BIT); m_compPipeline = m_device.createComputePipeline({}, computePipelineCreateInfo, nullptr); m_device.destroy(computePipelineCreateInfo.stage.module); } ~~~~ Finally, destroy the resources in `HelloVulkan::destroyResources()`: ~~~~ C++ m_device.destroy(m_compDescPool); m_device.destroy(m_compDescSetLayout); m_device.destroy(m_compPipeline); m_device.destroy(m_compPipelineLayout); ~~~~ ### `anim.comp` The compute shader will be simple. We need to add a new shader file, `anim.comp`, to the `shaders` filter in the solution. This will move each vertex up and down over time. ~~~~ C++ #version 460 #extension GL_ARB_separate_shader_objects : enable #extension GL_EXT_scalar_block_layout : enable #extension GL_GOOGLE_include_directive : enable #include "wavefront.glsl" layout(binding = 0, scalar) buffer Vertices { Vertex v[]; } vertices; layout(push_constant) uniform shaderInformation { float iTime; } pushc; void main() { Vertex v0 = vertices.v[gl_GlobalInvocationID.x]; // Compute vertex position const float PI = 3.14159265; const float signY = (v0.pos.y >= 0 ? 1 : -1); const float radius = length(v0.pos.xz); const float argument = pushc.iTime * 4 + radius * PI; const float s = sin(argument); v0.pos.y = signY * abs(s) * 0.5; // Compute normal if(radius == 0.0f) { v0.nrm = vec3(0.0f, signY, 0.0f); } else { const float c = cos(argument); const float xzFactor = -PI * s * c; const float yFactor = 2.0f * signY * radius * abs(s); v0.nrm = normalize(vec3(v0.pos.x * xzFactor, yFactor, v0.pos.z * xzFactor)); } vertices.v[gl_GlobalInvocationID.x] = v0; } ~~~~ ### Animating the Object First add the declaration of the animation function in `HelloVulkan`: ~~~~ C++ void animationObject(float time); ~~~~ The implementation only pushes the current time and calls the compute shader (`dispatch`). ~~~~ C++ void HelloVulkan::animationObject(float time) { ObjModel& model = m_objModel[2]; updateCompDescriptors(model.vertexBuffer); nvvk::CommandPool genCmdBuf(m_device, m_graphicsQueueIndex); vk::CommandBuffer cmdBuf = genCmdBuf.createCommandBuffer(); cmdBuf.bindPipeline(vk::PipelineBindPoint::eCompute, m_compPipeline); cmdBuf.bindDescriptorSets(vk::PipelineBindPoint::eCompute, m_compPipelineLayout, 0, {m_compDescSet}, {}); cmdBuf.pushConstants(m_compPipelineLayout, vk::ShaderStageFlagBits::eCompute, 0, sizeof(float), &time); cmdBuf.dispatch(model.nbVertices, 1, 1); genCmdBuf.submitAndWait(cmdBuf); } ~~~~ ### Invoking Animation In `main.cpp`, after the other resource creation functions, add the creation functions for the compute shader. ~~~~ C++ helloVk.createCompDescriptors(); helloVk.createCompPipelines(); ~~~~ In the rendering loop, after the call to `animationInstances`, call the object animation function. ~~~~ C++ helloVk.animationObject(diff.count()); ~~~~ **Note**: At this point, the object should be animated when using the rasterizer, but should still be immobile when using the ray tracer. ## Update BLAS In `nvvk::RaytracingBuilder` in `raytrace_vkpp.hpp`, we can add a function to update a BLAS whose vertex buffer was previously updated. This function is very similar to the one used for instances, but in this case, there is no buffer transfer to do. ~~~~ C++ //-------------------------------------------------------------------------------------------------- // Refit the BLAS from updated buffers // void updateBlas(uint32_t blasIdx) { Blas& blas = m_blas[blasIdx]; // Compute the amount of scratch memory required by the AS builder to update the BLAS VkAccelerationStructureMemoryRequirementsInfoKHR memoryRequirementsInfo{ VK_STRUCTURE_TYPE_ACCELERATION_STRUCTURE_MEMORY_REQUIREMENTS_INFO_KHR}; memoryRequirementsInfo.type = VK_ACCELERATION_STRUCTURE_MEMORY_REQUIREMENTS_TYPE_UPDATE_SCRATCH_KHR; memoryRequirementsInfo.accelerationStructure = blas.as.accel; memoryRequirementsInfo.buildType = VK_ACCELERATION_STRUCTURE_BUILD_TYPE_DEVICE_KHR; VkMemoryRequirements2 reqMem{VK_STRUCTURE_TYPE_MEMORY_REQUIREMENTS_2}; vkGetAccelerationStructureMemoryRequirementsKHR(m_device, &memoryRequirementsInfo, &reqMem); VkDeviceSize scratchSize = reqMem.memoryRequirements.size; // Allocate the scratch buffer nvvkBuffer scratchBuffer = m_alloc.createBuffer(scratchSize, VK_BUFFER_USAGE_RAY_TRACING_BIT_KHR | VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT); VkBufferDeviceAddressInfo bufferInfo{VK_STRUCTURE_TYPE_BUFFER_DEVICE_ADDRESS_INFO}; bufferInfo.buffer = scratchBuffer.buffer; VkDeviceAddress scratchAddress = vkGetBufferDeviceAddress(m_device, &bufferInfo); const VkAccelerationStructureGeometryKHR* pGeometry = blas.asGeometry.data(); VkAccelerationStructureBuildGeometryInfoKHR asInfo{VK_STRUCTURE_TYPE_ACCELERATION_STRUCTURE_BUILD_GEOMETRY_INFO_KHR}; asInfo.type = VK_ACCELERATION_STRUCTURE_TYPE_BOTTOM_LEVEL_KHR; asInfo.flags = blas.flags; asInfo.update = VK_TRUE; asInfo.srcAccelerationStructure = blas.as.accel; asInfo.dstAccelerationStructure = blas.as.accel; asInfo.geometryArrayOfPointers = VK_FALSE; asInfo.geometryCount = (uint32_t)blas.asGeometry.size(); asInfo.ppGeometries = &pGeometry; asInfo.scratchData.deviceAddress = scratchAddress; std::vector pBuildOffset(blas.asBuildOffsetInfo.size()); for(size_t i = 0; i < blas.asBuildOffsetInfo.size(); i++) pBuildOffset[i] = &blas.asBuildOffsetInfo[i]; // Update the instance buffer on the device side and build the TLAS nvvk::CommandPool genCmdBuf(m_device, m_queueIndex); VkCommandBuffer cmdBuf = genCmdBuf.createCommandBuffer(); // Update the acceleration structure. Note the VK_TRUE parameter to trigger the update, // and the existing BLAS being passed and updated in place vkCmdBuildAccelerationStructureKHR(cmdBuf, 1, &asInfo, pBuildOffset.data()); genCmdBuf.submitAndWait(cmdBuf); m_alloc.destroy(scratchBuffer); } ~~~~ The previous function (`updateBlas`) uses geometry information stored in `m_blas`. To be able to re-use this information, we need to keep the structure of `nvvk::RaytracingBuilderKHR::Blas` objects used for its creation. Move the `nvvk::RaytracingBuilderKHR::Blas` vector from `HelloVulkan::createBottomLevelAS()` to the `HelloVulkan` class, renaming it to `m_blas`. ~~~~ C++ std::vector m_blas; ~~~~ As with the TLAS, the BLAS needs to allow updates. We will also enable the `VK_BUILD_ACCELERATION_STRUCTURE_PREFER_FAST_BUILD_BIT_KHR` flag, which indicates that the given acceleration structure build should prioritize build time over trace performance. ~~~~ C++ void HelloVulkan::createBottomLevelAS() { // BLAS - Storing each primitive in a geometry m_blas.reserve(m_objModel.size()); for(const auto & obj : m_objModel) { auto blas = objectToVkGeometryKHR(obj); // We could add more geometry in each BLAS, but we add only one for now m_blas.push_back(blas); } m_rtBuilder.buildBlas(m_blas, vk::BuildAccelerationStructureFlagBitsKHR::eAllowUpdate | vk::BuildAccelerationStructureFlagBitsKHR::ePreferFastBuild); } ~~~~ Finally, we can add a line at the end of `HelloVulkan::animationObject()` to update the BLAS. ~~~~ C++ m_rtBuilder.updateBlas(2); ~~~~ ![](Images/animation2.gif)