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Ray Tracing In Vulkan Release 5

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@GPSnoopy GPSnoopy released this 15 Dec 21:31
8031f39
  • 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.