bluenoise-raytracer/ray_tracing_indirect_scissor
2020-12-15 10:05:12 +01:00
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shaders Add vk_ray_trace_indirect_scissor sample 2020-12-15 09:06:54 +01:00
CMakeLists.txt Add vk_ray_trace_indirect_scissor sample 2020-12-15 09:06:54 +01:00
hello_vulkan.cpp Add vk_ray_trace_indirect_scissor sample 2020-12-15 09:06:54 +01:00
hello_vulkan.h Add vk_ray_trace_indirect_scissor sample 2020-12-15 09:06:54 +01:00
main.cpp Add vk_ray_trace_indirect_scissor sample 2020-12-15 09:06:54 +01:00
README.md Update links 2020-12-15 10:05:12 +01:00

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