Ray-Tracing & Vulkan (Acceleration Structures)
This page provides support tutorials for the Vulkan Ray-Tracing code examples (MWE - Minimal Working Examples). Simplified programs that give you somethign 'running' that you can elaborate and develop.
To be clear - the emphasis of the examples is to present minimal (basic) implementations from which the you can extend and build upon (i.e., not to build upon a framework with lots of wrapper classes - in essence, a raw taste of the core principles).
Most of the examples have tried to use no dependencies (external libraries (just Vulkan) - also a single file 'main.cpp' (which has been challenging - but gives you something to work with and as you rewrite and develop your own framework you'll know deep down what is happening - bottom up perspective).
Once you're up and running, there's a massive number of websites and resources online with additional material and information to enable you to go above and beyond with Graphics and Vulkan
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The code examples use the Introduction to Vulkan 'Minimal Working Skeleton Code' as a springboard. If you're new to Vulkan and Graphics you may want to start there before jumping into hardware accelerated ray-tracing ;)
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