Vulkan port of the D3D12 Procedural Geometry Demo [WIP]
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.
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