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# π vulkan-raytracing ππ½ | ||
# π vulkan-raytracing π | ||
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* "Simple" Vulkan raytracing demo based on __VK_KHR_ray_tracing_pipeline__ + __VK_KHR_acceleration_structure__ extensions. | ||
* Highlights: setup of ray tracing pipeline, example of how to use ray differentials for texture filtering and more. | ||
* Highlights: setup of ray tracing pipeline, example of how to use ray differentials for texture filtering and much more. | ||
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Prerequisites: | ||
* Microsoft Visual Studio | ||
* Vulkan SDK. | ||
* Microsoft Visual Studio | ||
<sub> Provided solution is for VS2017. For VS2019/VS2022/VS2033 confirm toolset upgrade request when opening the solution for the first time.</sub> | ||
* Vulkan SDK | ||
<sub>To get access to shader compiler.</sub> | ||
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Build steps: | ||
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1. Open solution in Visual Studio IDE. | ||
2. Find F7 key on the keyboard and press it firmly. | ||
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![demo](https://user-images.githubusercontent.com/4964024/48605463-26722a00-e97d-11e8-9548-65de42d50c21.png) | ||
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_"About 128KB of source code is a reasonable upper limit for the complexity of single triangle ray tracing problems now envisioned."_ π |