Skip to content

Vulkan port of the D3D12 Procedural Geometry Demo using VK_KHR_ray_tracing_pipeline and VK_KHR_acceleration_structure [WIP]

Notifications You must be signed in to change notification settings

study-game-engines/raytracer-derm

 
 

Repository files navigation

Vulkan Raytracing Procedural Geometry Sample

Vulkan port of the D3D12 Procedural Geometry Demo [WIP] Build Status

This sample uses the official VK_KHR_ray_tracing_pipeline and VK_KHR_acceleration_structure extensions. It was ported from the before adapted sample for VK_KHR_ray_tracing.

alt text

This sample demonstrates how to implement procedural geometry using intersection shaders. It utilizes multiple intersections shaders to create analytic and volumetric, signed distance and fractal geometry. In addition, it introduces:

  • Extended shader table layouts and indexing covering multiple geometries and bottom-level acceleration structures (bottom-level AS, or BLAS for short).
  • Use of trace ray recursion and two different ray types: radiance and shadow rays.
  • It also serves as a cross reference between D3D12 DXR style API calls and Vulkan as it directly adapts the D3D12 Raytracing Procedural Geometry sample

About

Vulkan port of the D3D12 Procedural Geometry Demo using VK_KHR_ray_tracing_pipeline and VK_KHR_acceleration_structure [WIP]

Resources

Stars

Watchers

Forks

Releases

No releases published

Packages

No packages published

Languages

  • C++ 79.3%
  • GLSL 20.1%
  • CMake 0.6%