Q2RTX | NVIDIA ’ s implementation of RTX ray-tracing in Quake II | Graphics library
kandi X-RAY | Q2RTX Summary
kandi X-RAY | Q2RTX Summary
NVIDIA’s implementation of RTX ray-tracing in Quake II
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QUESTION
When you create a BLAS (bottom level acceleration structures) you specify any number of vertex/index buffers to be part of the structure. How does that end up interacting with the shader and get specified in the descriptor set? How should I link these structures with materials?
How is texture mapping usually done with raytracing? I saw some sort of "materials table" in Q2RTX but the documentation is non-existent and the code is sparsely commented.
...ANSWER
Answered 2021-Feb-10 at 12:28A common approach is to use a material buffer in combination with a texture array that is addressed in the shaders where you require the texture data. You then pass the material id e.g. per-vertex or per-primitive and then use that to dynamically fetch the material, and with it the texture index. Due to the requirements for Vulkan ray tracing you can simplify this by using the VK_EXT_descriptor_indexing
extension (Spec) that makes it possible to create a large and descriptor set containing all textures required to render your scene.
The relevant shader parts:
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Vulnerabilities
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Install Q2RTX
Clone the repository and its submodules from git : git clone --recursive https://github.com/NVIDIA/Q2RTX.git
Create a build folder named build under the repository root (Q2RTX/build) Note: this is required by the shader build rules.
Copy (or create a symbolic link) to the game assets folder (Q2RTX/baseq2) Note: the asset packages are required for the engine to run. Specifically, the blue_noise.pkz and q2rtx_media.pkz files or their extracted contents. The package files can be found in the GitHub releases or in the published builds of Quake II RTX.
Configure CMake with either the GUI or the command line and point the build at the build folder created in step 2. cd build cmake .. Note: only 64-bit builds are supported, so make sure to select a 64-bit generator during the initial configuration of CMake. Note 2: when CMake is configuring curl, it will print warnings like Found no *nroff program. These can be ignored.
Build with Visual Studio on Windows, make on Linux, or the CMake command line: cmake --build .
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