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Vulkan Ray Query Implementation

Ray Query Visualization

Overview

This sample demonstrates the implementation of ray queries using the Vulkan ray tracing extension VK_KHR_ray_query, introduced in Vulkan 1.2.

Key Concepts

  • GPU-based intersection testing between rays and geometry
  • Efficient ray tracing for real-time rendering and physics simulations

Implementation Process

  1. Acceleration Structure Creation

    • Construct bottom-level and top-level acceleration structures
    • Represents scene geometry for efficient traversal
  2. Ray Query Dispatch

    • Specify ray origin and direction
    • Support for single or batch ray queries
  3. Query Processing

    • GPU performs ray traversal and intersection testing
    • Utilizes acceleration structure for efficiency
  4. Result Retrieval

    • Access intersection data (hit points, normals, distances)

Technical Advantages

  • Selective intersection testing capabilities
  • Performance optimization through test skipping (e.g., shadow tests)
  • Enhanced flexibility compared to traditional ray tracing pipelines

Applications

  • Real-time rendering
  • Ray-based physics simulations
  • Any scenario requiring accurate ray-geometry intersection testing

Performance Considerations

  • Optimize acceleration structure updates for dynamic scenes
  • Balance between query complexity and rendering performance