Real-Time Ray Tracing | "RTX ON in Vulkan" | Vulkan Lecture Series Ep. 6, Real-Time Rendering Course
Channel: Computer Graphics at TU Wien
Date: 2022-02-03

Take a deep-dive into hardware-accelerated ray tracing! Learn about top-level and bottom-level acceleration structures, get to know the acceleration structure traversal loop inside out, learn when ray generation shaders, intersection shaders, any-hit shaders, closest-hit shaders, and miss shaders are invoked, witness a comprehensive shader binding table example, and see how to perform acceleration structure traversal on foot using ray query.
00:00 Introduction
03:34 Acceleration Structures
14:07 Bounding Volume Hierarchy Traversal
17:39 Tracing One Ray, traceRayEXT
20:49 Ray Tracing Pipeline in Depth
26:43 Tracing All the Rays, vkCmdTraceRaysKHR
28:01 Shader Binding Table
33:54 Shader Binding Table Example
38:44 Hit Group Record Address Formula
42:26 Recursive Rays: Refraction Rays, Reflection Rays, Shadow Rays
49:54 Miss Shader Record Address Formula
50:20 Ray Query

This lecture has been recorded as part of the 186.140 Real-Time Rendering course at TU Wien, winter term 2021.
Brought to you by Johannes Unterguggenberger, Research Unit of Computer Graphics, Rendering and Modeling Group, Institute of Visual Computing & Human-Centered Technology, TU Wien, Austria.

Slides can be downloaded here: https://www.cg.tuwien.ac.at/courses/Realtime/slides/VulkanLectureSeries/RTR2021_VK06_RealTimeRayTracing.pdf