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