bluenoise-raytracer/ray_tracing_indirect_scissor
2021-05-21 16:15:58 -07:00
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shaders Bulk update nvpro-samples 05/17/21 2021-05-17 13:10:30 -07:00
CMakeLists.txt Bulk update nvpro-samples 05/17/21 2021-05-17 13:10:30 -07:00
hello_vulkan.cpp Bulk update NvPro-Samples 05/21/21 2021-05-21 16:15:58 -07:00
hello_vulkan.h Bulk update NvPro-Samples 05/21/21 2021-05-21 16:15:58 -07:00
main.cpp Bulk update NvPro-Samples 05/21/21 2021-05-21 16:15:58 -07:00
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