Ray Tracing In Vulkan Release 5
- Ported the ray tracing pipeline to the cross platform extensions VK_KHR_acceleration_structure and VK_KHR_ray_tracing_pipeline specifications, thus replacing the NVIDIA specific VK_NV_ray_tracing extension (PR #7 and TODO).
- Upgraded to latest Vulkan SDK (1.2.162).
- Upgraded to vcpkg 2020.11-1.
- Added better camera controls (PR #10).
- Added profiling heatmap as per Profiling DXR Shaders with Timer Instrumentation (PR #12).
- Added smooth normals fallback if the OBJ model does not contain any normals.
- Added DebugUtils.SetObjectName() and make good use of it.
- Replaced
--vsync
command line argument with--present-mode
. - Fixed ShaderBindingTable alignment issues.
- Fixed shader directory creation (PR #14 and #15).
- Fixed visually incorrect ray paths that do not have any light contributions (PR #16).
Make sure your drivers are recent enough to support the new extensions (successfully tested with NVIDIA driver 460.89 on Windows 10).
Update 2021-01-10 Added prebuilt Windows binaries with debug symbols. If you encounter an error, this should give you a much more detailed stack trace.