Media Summary: X.org Developers Conference 2021 - September 15-17, 2021 - Slides and materials: ... We continue to further investigate the shader binding table, and how it interacts with the Earlier this year, Khronos released a provisional VK_KHR_ray_tracing extension for HW-accelerated

Vulkan Api Discussion Ray Tracing 2 1 Acceleration Structure Top Level Bottom Level - Detailed Analysis & Overview

X.org Developers Conference 2021 - September 15-17, 2021 - Slides and materials: ... We continue to further investigate the shader binding table, and how it interacts with the Earlier this year, Khronos released a provisional VK_KHR_ray_tracing extension for HW-accelerated In this video I use Nsight Systems 2025 to profile the performace of the old vs. new algorithm of raytracingbasic.cpp. I focus on ... Equidistant from a point is a sphere! So...our camera is actually a sphere, and if objects intersect that sphere, then that is what we ... In this video I change the normal vector calculation and see how it affects our application. The normal vector calculation is an ...

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VULKAN API DISCUSSION | Ray Tracing 2 | Acceleration Structure | Top-Level & Bottom-Level
VULKAN API DISCUSSION | Ray Tracing 2.1 | Acceleration Structure | Top-Level & Bottom-Level
VULKAN API DISCUSSION | Ray Tracing 2.2 | Top-Level Acceleration Structure | Instances
Vulkan API realtime ray tracing using NVidia RTX extensions
VULKAN API DISCUSSON | Ray Tracing 1 | Acceleration Structures | Binding Table Ray Tracing Pipeline
XDC 2021 | Ray-tracing in Vulkan, Part 2: Implementation | Jason Ekstrand, Intel
VULKAN API DISCUSSION | Ray Tracing 4.2 | Shader Binding Table  vkGetRayTracingShaderGroupHandlesKHR
XDC 2020 | Ray-tracing in Vulkan: A brief overview of the provisional VK_KHR_ray_tracing API
Vulkan API Discussion | Ray Tracing 13.2 | Vulkan Metrics | Profiling of raytracingbasic.cpp
VULKAN API DISCUSSION | Ray Tracing 6.1 | Ray Tracing Pipeline | Attach Shader Groups to Pipeline
Vulkan Compute Shader Raytracing 2: Look Mom, no Renderpass!
VULKAN API DISCUSSION | Ray Tracing 7.2 | Equidistant from a point is a sphere | tmin tmax
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VULKAN API DISCUSSION | Ray Tracing 2 | Acceleration Structure | Top-Level & Bottom-Level

VULKAN API DISCUSSION | Ray Tracing 2 | Acceleration Structure | Top-Level & Bottom-Level

Learn computer graphics through the

VULKAN API DISCUSSION | Ray Tracing 2.1 | Acceleration Structure | Top-Level & Bottom-Level

VULKAN API DISCUSSION | Ray Tracing 2.1 | Acceleration Structure | Top-Level & Bottom-Level

Added an additional video to further

VULKAN API DISCUSSION | Ray Tracing 2.2 | Top-Level Acceleration Structure | Instances

VULKAN API DISCUSSION | Ray Tracing 2.2 | Top-Level Acceleration Structure | Instances

Through the

Vulkan API realtime ray tracing using NVidia RTX extensions

Vulkan API realtime ray tracing using NVidia RTX extensions

Short video of an old-school looking

VULKAN API DISCUSSON | Ray Tracing 1 | Acceleration Structures | Binding Table Ray Tracing Pipeline

VULKAN API DISCUSSON | Ray Tracing 1 | Acceleration Structures | Binding Table Ray Tracing Pipeline

Learn computer graphics through the

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XDC 2021 | Ray-tracing in Vulkan, Part 2: Implementation | Jason Ekstrand, Intel

XDC 2021 | Ray-tracing in Vulkan, Part 2: Implementation | Jason Ekstrand, Intel

X.org Developers Conference 2021 - September 15-17, 2021 - https://xdc2021.x.org/ Slides and materials: ...

VULKAN API DISCUSSION | Ray Tracing 4.2 | Shader Binding Table  vkGetRayTracingShaderGroupHandlesKHR

VULKAN API DISCUSSION | Ray Tracing 4.2 | Shader Binding Table vkGetRayTracingShaderGroupHandlesKHR

We continue to further investigate the shader binding table, and how it interacts with the

XDC 2020 | Ray-tracing in Vulkan: A brief overview of the provisional VK_KHR_ray_tracing API

XDC 2020 | Ray-tracing in Vulkan: A brief overview of the provisional VK_KHR_ray_tracing API

Earlier this year, Khronos released a provisional VK_KHR_ray_tracing extension for HW-accelerated

Vulkan API Discussion | Ray Tracing 13.2 | Vulkan Metrics | Profiling of raytracingbasic.cpp

Vulkan API Discussion | Ray Tracing 13.2 | Vulkan Metrics | Profiling of raytracingbasic.cpp

In this video I use Nsight Systems 2025 to profile the performace of the old vs. new algorithm of raytracingbasic.cpp. I focus on ...

VULKAN API DISCUSSION | Ray Tracing 6.1 | Ray Tracing Pipeline | Attach Shader Groups to Pipeline

VULKAN API DISCUSSION | Ray Tracing 6.1 | Ray Tracing Pipeline | Attach Shader Groups to Pipeline

We continue to further developing our

Vulkan Compute Shader Raytracing 2: Look Mom, no Renderpass!

Vulkan Compute Shader Raytracing 2: Look Mom, no Renderpass!

gamedev #gamedevelopment #programming code: https://github.com/amengede/getIntoGameDev playlist: ...

VULKAN API DISCUSSION | Ray Tracing 7.2 | Equidistant from a point is a sphere | tmin tmax

VULKAN API DISCUSSION | Ray Tracing 7.2 | Equidistant from a point is a sphere | tmin tmax

Equidistant from a point is a sphere! So...our camera is actually a sphere, and if objects intersect that sphere, then that is what we ...

Vulkan API Discussion | Ray Tracing 11.2 | Normal Vector | What happens when we change the normal?

Vulkan API Discussion | Ray Tracing 11.2 | Normal Vector | What happens when we change the normal?

In this video I change the normal vector calculation and see how it affects our application. The normal vector calculation is an ...