Media Summary: After a lot of work to setup the acceleration structure I finally managed to use the VK_KHR_ray_query extension. I started with implementation based on rt gems chapter 13. still some work to do on fixing reprojection artifacts but its already looking pretty ... Working on extending the lights with two new parameters: radius and length. With these params, you can create capsule light from ...

Ray Traced Shadows Luz Engine Vulkan C 12 - Detailed Analysis & Overview

After a lot of work to setup the acceleration structure I finally managed to use the VK_KHR_ray_query extension. I started with implementation based on rt gems chapter 13. still some work to do on fixing reprojection artifacts but its already looking pretty ... Working on extending the lights with two new parameters: radius and length. With these params, you can create capsule light from ... Implementing deferred rendering pipeline for the first time with VK_KHR_dynamic_rendering. Really cool to see the G buffer ... Added support for multiple light sources (point, directional and spot) in my 2000+ fps right now on 3080ti at 1080p. Plenty of room to add more effects.

Experiment with VK_NV_ray_tracing. Mesh, Parametric sphere. initial first test with screen space probes, ~1ms for RTGI pass in 1080p on RTX 3070. Fibonacci sphere for

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Ray traced shadows - Luz Engine (Vulkan/C++) #12
Vulkan/C++ Engine Showcase #3 | Ray Traced Shadows
Area light raytraced shadows (WIP)
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Ray Tracing Game Engine With DirectX 12
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Ray traced shadows - Luz Engine (Vulkan/C++) #12

Ray traced shadows - Luz Engine (Vulkan/C++) #12

After a lot of work to setup the acceleration structure I finally managed to use the VK_KHR_ray_query extension. I started with

Vulkan/C++ Engine Showcase #3 | Ray Traced Shadows

Vulkan/C++ Engine Showcase #3 | Ray Traced Shadows

implementation based on rt gems chapter 13. still some work to do on fixing reprojection artifacts but its already looking pretty ...

Area light raytraced shadows (WIP)

Area light raytraced shadows (WIP)

Working on extending the lights with two new parameters: radius and length. With these params, you can create capsule light from ...

Deferred Rendering - Luz Engine (Vulkan/C++) #13

Deferred Rendering - Luz Engine (Vulkan/C++) #13

Implementing deferred rendering pipeline for the first time with VK_KHR_dynamic_rendering. Really cool to see the G buffer ...

Multiple light sources - Luz Engine (Vulkan/C++) #10

Multiple light sources - Luz Engine (Vulkan/C++) #10

Added support for multiple light sources (point, directional and spot) in my

Sponsored
Ray Tracing Game Engine With DirectX 12

Ray Tracing Game Engine With DirectX 12

This is my first attempt to create a

Ray traced shadows

Ray traced shadows

Vulkan ray traced shadows

DX12 Ray Traced Reflections and Shadows.

DX12 Ray Traced Reflections and Shadows.

2000+ fps right now on 3080ti at 1080p. Plenty of room to add more effects.

Vulkan RTX scene

Vulkan RTX scene

Experiment with VK_NV_ray_tracing. Mesh, Parametric sphere.

rust game engine - ray traced shadows

rust game engine - ray traced shadows

Hard

Ray Traced Light Area Shadows and Denoising

Ray Traced Light Area Shadows and Denoising

Why would you use

Vulkan 1.2 ray traced global illumination (RTGI)

Vulkan 1.2 ray traced global illumination (RTGI)

initial first test with screen space probes, ~1ms for RTGI pass in 1080p on RTX 3070. Fibonacci sphere for

LWJGL 3 Vulkan - Hybrid Rasterization and Vulkan Ray Tracing Hard Shadows MagicaVoxel

LWJGL 3 Vulkan - Hybrid Rasterization and Vulkan Ray Tracing Hard Shadows MagicaVoxel

Hybrid rasterization with