[HN Gopher] Nvidia Vulkan Ray Tracing Tutorials
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       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.
        
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       (page generated 2020-04-03 23:00 UTC)