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GPU raytracing framework

Long-term goal for design and implementation

  • Align the API design with the Vulkan hardware raytracing API (referred to as vk-rtx).
  • Develop a vk-rtx backend to fully leverage its performance advantages and capabilities.
  • Create a compute shader backend using wavefront-tracing architecture.
    • Maximize cross-platform compatibility by enabling rendering on any target that supports compute shaders.
    • Investigate best practices, design decisions, and low-level trade-offs for vk-rtx.
    • Overcome limitations in the current vk-rtx specification.
    • Explore other ways to extend things, for example the alternative implementation of acceleration structures.
  • Identify best engineering practices for GPU ray tracing:
    • Optimize the architecture advantages of our shader EDSL infrastructure.
    • Enhance the extensibility of effect features.
    • Establish best practices for resource management.
    • How to integrate into high-level frame and do hybrid rendering.