Documentation

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Sascha Willems 2024-03-16 10:34:29 +01:00
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## Official Khronos Vulkan Samples
Khronos recently made an official Vulkan Samples repository available to the public ([press release](https://www.khronos.org/blog/vulkan-releases-unified-samples-repository?utm_source=Khronos%20Blog&utm_medium=Twitter&utm_campaign=Vulkan%20Repository)).
Khronos has made an official Vulkan Samples repository available to the public ([press release](https://www.khronos.org/blog/vulkan-releases-unified-samples-repository?utm_source=Khronos%20Blog&utm_medium=Twitter&utm_campaign=Vulkan%20Repository)).
You can find this repository at https://github.com/KhronosGroup/Vulkan-Samples
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#### [Ray traced glTF](examples/raytracinggltf/)
Renders a textured glTF model using ray traycing instead of rasterization. Makes use of frame accumulation for transparency and anti aliasing.
Renders a textured glTF model using ray traying instead of rasterization. Makes use of frame accumulation for transparency and anti aliasing.
#### [Ray query](examples/rayquery)
Ray queries add acceleration structure intersection functionality to non ray tracing shader stages. This allows for combining ray tracing with rasterization. This example makes uses ray queries to add ray casted shadows to a rasterized sample in the fragment shader.
#### [Position fetch](examples/raytracingpositionfetch/)
Uses the `VK_KHR_ray_tracing_position_fetch` extension to fetch vertex position data from the acceleration structure from within a shader, instead of having to manually unpack vertex information.
### Headless
Examples that run one-time tasks and don't make use of visual output (no window system integration). These can be run in environments where no user interface is available ([blog entry](https://www.saschawillems.de/tutorials/vulkan/headless_examples)).

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/*
* Vulkan Example - Using position fetch with hardware accelerated ray tracing
*
* Shows how to usse the VK_KHR_ray_tracing_position_fetch extension to fetch the vertex positions in the shader from a hit triangle as stored in the acceleration structure
* Shows how to use the VK_KHR_ray_tracing_position_fetch extension to fetch the vertex positions in the shader from a hit triangle as stored in the acceleration structure
* See https://www.khronos.org/blog/introducing-vulkan-ray-tracing-position-fetch-extension
*
* Copyright (C) 2024 by Sascha Willems - www.saschawillems.de