Hands-on study on Vulkan and the hardware ray-tracing extensions
The new GPUs from Nvidia and AMD include hardware ray-tracing acceleration units that enable regular consumer computers to be capable of drawing 3D scenes in a more realistic way than by simple rasterization. Rasterization is limited among other things by the fact that drawing is always made in the...
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Zusammenfassung: | The new GPUs from Nvidia and AMD include hardware ray-tracing acceleration units that enable regular consumer computers to be capable of drawing 3D scenes in a more realistic way than by simple rasterization. Rasterization is limited among other things by the fact that drawing is always made in the local context of every object in the scene, while ray-tracing is performed on the whole scene. The access to these hardware ray-tracing units by the programmer is by means of the new "RTX" extensions that have been released by the Khronos Group for their Vulkan API, the lower level successor to the industry-standard OpenGL. So it may be time to bite the bullet, leave the comfort of OpenGL behind, and start learning the API of it's successor and how it engages with the new RTX extensions. This text attempts to give you some general guidance to aid in learning the Vulkan API, a small introduction in how ray-tracing works, how this new hardware handles it, and the new type of shaders required to be supplied to the GPU for the calculations and drawing. Then, finally, a small ray-tracer is put together in order to create some 3D scenes showing some of the interesting new capabilities that are difficult or impossible to achieve by means of rasterization: Shadows, reflections, and refraction of the light rays, along with measuring and providing the frames per second achieved with the employed hardware configuration while drawing each of them.
Las nuevas GPU de Nvidia y AMD incluyen unidades de aceleración de trazado de rayos de hardware que permiten que las computadoras de consumo normales sean capaces de dibujar escenas en 3D de una manera más realista que mediante una simple rasterización. La rasterización está limitada, entre otras cosas, por el hecho de que el dibujo siempre se realiza en el contexto local de cada objeto de la escena, mientras que el trazado de rayos se realiza en la escena en general. El acceso a estas unidades de trazado de rayos de hardware por parte del programador se realiza mediante las nuevas extensiones "RTX" que Khronos Group ha lanzado para su API Vulkan, el sucesor de nivel inferior del estándar de la industria OpenGL. Por lo tanto, puede ser el momento de morder la bala, dejar atrás la comodidad de OpenGL y comenzar a aprender la API de su sucesor y cómo se relaciona con el nuevo RTX extensiones. Este texto intenta brindarle una guía general para ayudarlo a aprender la API de Vulkan, una pequeña introducción sobre cómo funciona el traza |
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