Quick Introduction to Mesh Shaders (OpenGL and Vulkan)
Started by JeGX, March 21, 2023, 06:57:07 PM
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QuotePath Tracing SDK is a code sample that strives to embody years of ray tracing and neural graphics research and experience. It is intended as a starting point for a path tracer integration, as a reference for various integrated SDKs, and/or for learning and experimentation.Features- DirectX 12 and Vulkan back-ends- Reference and real-time modes- Simple BSDF model that is easy to extend- Simple asset pipeline based on glTF 2.0 (support for a subset of glTF extensions including animation)- NEE/visibility rays and importance sampling for environment maps with MIS- Basic volumes and nested dielectrics with priority- RayCone for texture MIP selection- Basic analytic lights (directional, spot, point)- RTXDI integration for ReSTIR DI (light importance sampling) and and ReSTIR GI (indirect lighting)- OMM integration for fast ray traced alpha testing- NRD ReLAX and ReBLUR denoiser integration with up to 3-layer path space decomposition (Stable Planes)- Reference mode 'photo-mode screenshot' with basic OptiX denoiser integration- Basic TAA, tone mapping, etc.- Streamline + DLSS integration (coming very soon)Requirements- Windows 10 20H1 (version 2004-10.0.19041) or newer- DXR Capable GPU- GeForce Game Ready Driver 531.18 or newer- DirectX 12 or Vulkan API- DirectX Raytracing 1.1 API, or higher- Visual Studio 2019 or later