Ray tracing experiments using Vulkan
README.md |
vulkan-rust-learning
Experiments for learning how write Vulkan, using Rust, for real-time raytracing, and other shenanigans.
Resources
- NVidia's Raytracing Best Practices
- Khronos Best Practices for Hybrid Rendering
- vulkano - Rust Bindings for Vulkan
- vulkano on GitHub
- Bevy
- Bevy on GitHub
- NVidia NSight with Vulkan
Architectures Notes
- Use Top Level Acceleration Structure (TLAS) for instancing and describing geometry
- Use Bottom Level Acceleration Structure (BLAS) for actually storying geometry inside of AABB regions
- Keep BLAS AABBs condensed (less negative space), but don't overlap them either
- We could have an AABB system that automatically generates it from placed level geometry? Too overkill?