[HN Gopher] Nvidia Vulkan Ray Tracing Tutorials ___________________________________________________________________ Nvidia Vulkan Ray Tracing Tutorials Author : jrepinc Score : 85 points Date : 2020-04-03 16:55 UTC (6 hours ago) (HTM) web link (github.com) (TXT) w3m dump (github.com) | w4rh4wk5 wrote: | Shameless plug: We created a simple game engine with this | technology. I am planning to upgrade it to cross-vendor ray | tracing support with the upcoming Vulkan SDK. Cheers. | | https://github.com/W4RH4WK/Raygun | nightfly wrote: | Do you have a video demo somewhere? | w4rh4wk5 wrote: | No, I haven't thought about it, but it makes sense to also | provide a video. I'll probably do that tomorrow and link the | video in the README. | | The engine comes with a tiny demo, mainly showing off | reflection and refraction. At this point we don't have any | binaries available online as most people interested in this | project are typically developers. Building it is | comparatively easy, just follow the guide referenced in the | README. | capableweb wrote: | Maybe better with a link to https://nvpro- | samples.github.io/vk_raytracing_tutorial_KHR/ as it's the actual | tutorial and has all the content. | inetknght wrote: | That page doesn't load. It says: (insert | vkrt_tutorial.md.htm here) | | Meanwhile the repository readme actually loads and shows useful | information when loading from https://github.com/nvpro- | samples/vk_raytracing_tutorial_KHR | monocasa wrote: | Loaded for me. | willis936 wrote: | AMD's RDNA 2 is expected to have hardware ray tracing | acceleration. Do you think that Vulkan will adopt support for | it and everything in this guide will be identical (ie, | relatively hardware independent)? | Twinklebear wrote: | Yeah, the Nvidia specific extension was NV_ray_tracing, the | cross vendor one (KHR_ray_tracing) is what's shown here. The | KHR one will support AMD and Intel: | https://www.khronos.org/news/press/khronos-group-releases- | vu... | tachyonbeam wrote: | I don't mean to sound cynical, but, this is a long and detailed | tutorial. They've clearly spent time working on it. IMO they | should have tried to come up with a final result that is visually | more appealing. Otherwise, people come to the tutorial and it's | like, why go through all this work to recreate something that | just looks meh? (a poorly lit model of a house floating on a grey | flat rectangle) IMO, just a plain old Cornell box[0] would have | looked better (and not been more complex to achieve). | | [0] https://en.wikipedia.org/wiki/Cornell_box | danudey wrote: | Going to go out on a limb and guess that it's because the | people who would actually go through these tutorials are people | who already know what can be accomplished with raytracing and | want to get their feet wet with doing so in Vulkan. | | The average person who's looking for "What can raytracing do | for me" is going to get their answer from Control, Battlefield, | Metro Exodus, or even the Quake II and Minecraft demos, and not | some developer-centric Vulkan tutorial from Github. | pests wrote: | Agreed. The meat of the tutorial is the Vulkan aspect. The | final render is just scene composition and easily changed. | lawrenceyan wrote: | Interesting to see Nvidia willingly working on what for a while | seemed like an open source platform that was really only being | pushed for by AMD. ___________________________________________________________________ (page generated 2020-04-03 23:00 UTC)