Q2RTX | NVIDIA ’ s implementation of RTX ray-tracing in Quake II | Graphics library

 by   NVIDIA C Version: v1.7.0 License: Non-SPDX

kandi X-RAY | Q2RTX Summary

kandi X-RAY | Q2RTX Summary

Q2RTX is a C library typically used in User Interface, Graphics, Unity applications. Q2RTX has no bugs, it has no vulnerabilities and it has medium support. However Q2RTX has a Non-SPDX License. You can download it from GitHub.

NVIDIA’s implementation of RTX ray-tracing in Quake II
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            kandi-support Support

              Q2RTX has a medium active ecosystem.
              It has 1112 star(s) with 168 fork(s). There are 39 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              There are 31 open issues and 138 have been closed. On average issues are closed in 611 days. There are 4 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of Q2RTX is v1.7.0

            kandi-Quality Quality

              Q2RTX has 0 bugs and 0 code smells.

            kandi-Security Security

              Q2RTX has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              Q2RTX code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              Q2RTX has a Non-SPDX License.
              Non-SPDX licenses can be open source with a non SPDX compliant license, or non open source licenses, and you need to review them closely before use.

            kandi-Reuse Reuse

              Q2RTX releases are available to install and integrate.
              Installation instructions, examples and code snippets are available.
              It has 40 lines of code, 2 functions and 1 files.
              It has low code complexity. Code complexity directly impacts maintainability of the code.

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            Q2RTX Key Features

            No Key Features are available at this moment for Q2RTX.

            Q2RTX Examples and Code Snippets

            No Code Snippets are available at this moment for Q2RTX.

            Community Discussions

            QUESTION

            What are the normal methods for achiving texture mapping with raytracing?
            Asked 2021-Feb-10 at 12:28

            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 12:28

            A 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:

            Source https://stackoverflow.com/questions/66129997

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install Q2RTX

            Clone the repository and its submodules from 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. 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.
            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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