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Nvidia Vulkan Ray Tracing Tutorials
- capableweb 7y agoMaybe better with a link to https://nvpro-samples.github.io/vk_raytracing_tutorial_KHR/ https://nvpro-samples.github.io/vk_raytracing_tutorial_KHR/ as it's the actual tutorial and has all the content.
- inetknght 7y agoThat 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 https://github.com/nvpro-samples/vk_raytracing_tutorial_KHR
- monocasa 7y agoLoaded for me.
- capableweb 7y agoYeah, looks like they are doing weird stuff to load the actual content, not sure what that is about, maybe loading stuff dynamically from GitHub or something? Looking at the source of the page, they are using some JS library called markdeep that seems to render the content, so if you don't have JS activated, it won't work. Similarly, overzealous or misconfigured adblockers would probably make it not work as well.
- inetknght 7y agoDo you think it's really overzealous or misconfigured to block unusual use of content?
- capableweb 7y agoWell, I myself use adblockers for all my browsers and I sometimes add my own rules that blocks more than I actually wanted. Are you saying it's impossible to misconfigure the blocklists in adblockers? Just trying to help you out with figuring out what's wrong. If you don't want help or to fix the issue, maybe refrain from posting next time.
- inetknght 7y agoNo, it's definitely possible. But I think your definition of what you want and my definition aren't wholly compatible.
- willis936 7y agoAMD'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 7y agoYeah, 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-vulkan-ray-tracing https://www.khronos.org/news/press/khronos-group-releases-vu...
- tachyonbeam 7y agoI 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 https://en.wikipedia.org/wiki/Cornell_box
- danudey 7y agoGoing 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 7y agoAgreed. The meat of the tutorial is the Vulkan aspect. The final render is just scene composition and easily changed.
- greggman3 7y agoI agree with you. That image makes me distrust the tutorial like maybe it's not actually using ray tracing. That image certainly does not look ray traced. There is no radiance what so ever. It looks forward rendered with standard phong shading and shadow maps.
- banachtarski 7y agoYou probably are not the target audience. As a graphics engineer, the more compelling use cases of ray tracing are things like visibility tests, which can be temporally stabilized by adding a low-discrepancy noise to each sample and used to perform leak-free global illumination. Samples can be used to feed other aspects of the pipeline like generating soft shadows, or atmospheric effects, etc. It's an API tutorial, for professionals in the field. Ray tracing is just one tool in the toolbox, not the alpha and omega of how the frame gets composed.
- w4rh4wk5 7y agoShameless 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 https://github.com/W4RH4WK/Raygun
- nightfly 7y agoDo you have a video demo somewhere?
- w4rh4wk5 7y agoNo, 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.
- w4rh4wk5 7y agoDone: https://www.youtube.com/watch?v=QZSoVidqV2Q https://www.youtube.com/watch?v=QZSoVidqV2Q
- nightfly 7y agoAwesome! That looks absolutely amazing!
- lawrenceyan 7y agoInteresting 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.
- pjmlp 7y agoAMD also has another interests beyond open source. Wondering when Vulkan will get mesh shaders.
- arocks 7y agoAt the risk of tooting my own horn, here is a ray tracing tutorial series in Python: https://www.youtube.com/playlist?list=PL8ENypDVcs3H-TxOXOzwDyCm5f2fGXlIS https://www.youtube.com/playlist?list=PL8ENypDVcs3H-TxOXOzwD...
- pjmlp 7y agoThanks for sharing.