Added VK_NV_ray_tracing examples to the readme
This commit is contained in:
parent
7501d110af
commit
7b19929c5c
1 changed files with 12 additions and 0 deletions
12
README.md
12
README.md
|
|
@ -339,6 +339,18 @@ Uses the VK_EXT_debug_marker extension to set debug markers, regions and to name
|
|||
|
||||
Shows how to render a scene using a negative viewport height, making the Vulkan render setup more similar to other APIs like OpenGL. Also has several options for changing relevant pipeline state, and displaying meshes with OpenGL or Vulkan style coordinates. Details can be found in [this tutorial](https://www.saschawillems.de/tutorials/vulkan/flipping-viewport).
|
||||
|
||||
#### [08 - Basic ray tracing with VK_NV_ray_tracing](examples/nv_ray_tracing_basic)
|
||||
|
||||
Basic example for doing ray tracing using the new Nvidia RTX extensions. Shows how to setup acceleration structures, ray tracing pipelines and the shaders needed to do the actual ray tracing.
|
||||
|
||||
#### [09 - Ray traced shadows with VK_NV_ray_tracing](examples/nv_ray_tracing_shadows)
|
||||
|
||||
Adds ray traced shadows casting using the new Nvidia RTX extensions to a more complex scene. Shows how to add multiple hit and miss shaders and how to modify existing shaders to add shadow calculations.
|
||||
|
||||
#### [10 - Ray traced reflections with VK_NV_ray_tracing](examples/nv_ray_tracing_reflections)
|
||||
|
||||
Renders a complex scene with reflective surfaces using using the new Nvidia RTX extensions. Shows how to do recursion inside of the ray tracing shaders for implementing real time reflections.
|
||||
|
||||
### <a name="Misc"></a> Misc
|
||||
|
||||
#### [01 - Vulkan Gears](examples/gears/)
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue