15 lines
868 B
Markdown
15 lines
868 B
Markdown
# NVIDIA Vulkan Trace Rays Indirect Tutorial
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This is an extension of the [Vulkan ray tracing tutorial](https://nvpro-samples.github.io/vk_raytracing_tutorial_KHR/).
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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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buffer on the device, rather than directly by the host. As a demonstration,
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this example will add colorful lanterns to the scene that add their own light
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and shadows, with a finite radius of effect. A compute shader will calculate
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scissor rectangles for each lantern, and an indirect trace rays command will
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dispatch rays for lanterns only within those scissor rectangles.
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[<h1>LINK TO FULL TUTORIAL</h1>](https://nvpro-samples.github.io/vk_raytracing_tutorial_KHR/vkrt_tuto_indirect_scissor.md.html)
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