bluenoise-raytracer/ray_tracing_indirect_scissor
Mathias Heyer 0c73e8ec1b Bulk update nvpro-samples 11/20/23
5c72ddfc0522eb6604828e74886cf39be646ba78
2023-11-20 13:54:44 -08:00
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shaders Bulk update nvpro-samples 11/20/23 2023-11-20 13:54:44 -08:00
CMakeLists.txt Using buffer reference instead of un-sized array 2021-06-11 12:25:06 +02:00
hello_vulkan.cpp Bulk update nvpro-samples 11/20/23 2023-11-20 13:54:44 -08:00
hello_vulkan.h Bulk update nvpro-samples 11/20/23 2023-11-20 13:54:44 -08:00
main.cpp Bulk update nvpro-samples 11/20/23 2023-11-20 13:54:44 -08:00
README.md Bulk update NvPro-Samples 03/18/21 2021-03-18 15:00:48 -07:00

NVIDIA Vulkan Trace Rays Indirect Tutorial

This is an extension of the Vulkan ray tracing tutorial.

We will discuss the vkCmdTraceRaysIndirectKHR command, which allows the width, height, and depth of a trace ray command to be specifed by a buffer on the device, rather than directly by the host. As a demonstration, this example will add colorful lanterns to the scene that add their own light and shadows, with a finite radius of effect. A compute shader will calculate scissor rectangles for each lantern, and an indirect trace rays command will dispatch rays for lanterns only within those scissor rectangles.

LINK TO FULL TUTORIAL