With all the new Turing extensions that NVIDIA has released alongside it’s new GPU architecture, I decided to replace my GTX 980 with a RTX 2060, mainly for the purpose of doing RTX ray-tracing related Vulkan stuff and also checking out things like mesh and task shaders.
With the first ray tracing example added to my Vulkan C++ example repository I tried to be as simple and straight forward as possible, with all the relevant bits and parts related to setting up and tracing the rays being in a single file, hopefully making this a good starting-point for those that want to get started with RTX ray-tracing using
Similar to the basic rasterization sample, it’ll display a single colored triangle. The example contains a basic ray generation shader with camera movement, a ray miss shader (that just sets the background color) and a closest hit shader that’ll calculate the barycentric coordinates for coloring the triangle:
Updated SPIR-V Visual Studio extension
I have also updated my SPIR-V Visual Studio extension to support all new turing shader extensions, including the ones for ray tracing. So if you’ve been using this extensions to compile GLSL to SPIR-V you may want to update it.
If you need to debug your
VK_NV_ray_tracing applications, or just want to see how everything works together, NVIDIA has added full support for RTX Vulkan ray tracing in the latest release of the stand-alone NSight Graphics, allowing you to inspect all parts of the ray tracing pipeline, down to the geometry used by the acceleration structures: