Media Summary: We continue to further investigate the shader binding table, and how it interacts with the X.org Developers Conference 2021 - September 15-17, 2021 - Slides and materials: ... Take a deep-dive into hardware-accelerated

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

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

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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 DISCUSSION | Ray Tracing 4.2 | Shader Binding Table  vkGetRayTracingShaderGroupHandlesKHR
Vulkan API realtime ray tracing using NVidia RTX extensions
XDC 2021 | Ray-tracing in Vulkan, Part 2: Implementation | Jason Ekstrand, Intel
Real-Time Ray Tracing | "RTX ON in Vulkan" | Vulkan Lecture Series Ep. 6, Real-Time Rendering Course
Vulkan API Discussion | Ray Tracing 13.2 | Vulkan Metrics | Profiling of raytracingbasic.cpp
VULKAN API DISCUSSON | Ray Tracing 1 | Acceleration Structures | Binding Table Ray Tracing Pipeline
VULKAN API DISCUSSION | Ray Tracing 7.2 | Equidistant from a point is a sphere | tmin tmax
VULKAN API DISCUSSION | Ray Tracing 6.1 | Ray Tracing Pipeline | Attach Shader Groups to Pipeline
Vulkan Raytracing Example
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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 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

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

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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: ...

Real-Time Ray Tracing | "RTX ON in Vulkan" | Vulkan Lecture Series Ep. 6, Real-Time Rendering Course

Real-Time Ray Tracing | "RTX ON in Vulkan" | Vulkan Lecture Series Ep. 6, Real-Time Rendering Course

Take a deep-dive into hardware-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 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

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 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 Raytracing Example

Vulkan Raytracing Example

This is a demonstration of 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