Author Topic: Some new NVPRO Vulkan samples  (Read 2641 times)

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Some new NVPRO Vulkan samples
« on: December 03, 2019, 08:10:33 PM »
These samples are "pure" Vulkan samples and use its WSI system to create the window swapchain.


In Vulkan lifetime management, such as deleting resources is a bit more complex than in OpenGL. The basic sample describes a strategy that delays deletion of Vulkan resources for a few frames. Furthermore Vulkan provides multiple ways to upload data to the device, three different approaches are described.


Load a glTF scene with materials and textures. Display a HDR image in the background and use it for lighting the scene. It renders in multiple passes, background, scene, then tonemap the result and add UI at the end. Shows how to deal with many objects, many materials and textures. This example will push the material parameters through push_constant and uses different descriptor sets to enable the textures to use. It also shows how to read the depth buffer to un-project the mouse coordinate to 3D position to set the camera interest.
  • Loads .gltf 2 models


Reads a glTF scenes and renders the scene using NVIDIA ray tracing. It uses techniques like image base lighting and importance sampling, reflections, transparency and indirect illumination. The camera simulates a pin-hole whitted camera and the image is toned mapped using various tone mappers.
The example shows as well how to implement a picking ray, which is using the same acceleration structure for drawing, but is using the hit data to return the information under the mouse cursor. This information can be use for setting the camera interest position, or to debug any shading data.
  • Loads .gltf 2 models
  • VK_NV_ray_tracing
  • VK_EXT_descriptor_indexing


This example is an extension of the vk_raytrace example. After a few iteration, the image will be denoised using the Optix7 denoiser. To achieve this, an interop between Cuda and Vulkan is set. Vulkan images are converted to CUDA buffers and converted back after been denoised. This pass is inserted between other rendering passes, as it is done in vk_raytrace.
  • Loads .gltf 2 models
  • VK_NV_ray_tracing
  • VK_EXT_descriptor_indexing
  • VK_KHR_external_memory
  • VK_KHR_external_semaphore
  • VK_KHR_external_fence