Simple Overview: The intensity of the light source decreases by inverse square law (1 / (r * r)) 2. After a lot of work to setup the acceleration structure I finally managed to use the VK_KHR_ray_query extension.

Vulkan Engine Pbr Shdaows - General Practical Context

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After a lot of work to setup the acceleration structure I finally managed to use the VK_KHR_ray_query extension. still some work to do on fixing reprojection artifacts but its already looking pretty ... Devlog video about "Homegrown", a casual farming game I'm creating using my own

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Devlog video about "Homegrown", a casual farming game I'm creating using my own The intensity of the light source decreases by inverse square law (1 / (r * r)) 2.

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  • Devlog video about "Homegrown", a casual farming game I'm creating using my own
  • After a lot of work to setup the acceleration structure I finally managed to use the VK_KHR_ray_query extension.
  • still some work to do on fixing reprojection artifacts but its already looking pretty ...
  • The intensity of the light source decreases by inverse square law (1 / (r * r)) 2.

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Visual Notes

LWJGL 3 Vulkan - Hybrid Rasterization and Vulkan Ray Tracing Hard Shadows MagicaVoxel
Vulkan example with shadows
Vulkan/C++ Engine Showcase #3 | Ray Traced Shadows
How I Implemented Shadows in my Game Engine
Ray traced shadows - Luz Engine (Vulkan/C++) #12
Spotlight in Vulkan | Spotlight Shadows
Vulkan Deferred Rendering and Physically Based Rendering (PBR) with Shadow Mapping
Point Light in Vulkan | Without Shadows
PBR Reflection and Refraction with Vulkan
My first Vulkan RTX attempt
Sponsored
Check Related Info
LWJGL 3 Vulkan - Hybrid Rasterization and Vulkan Ray Tracing Hard Shadows MagicaVoxel

LWJGL 3 Vulkan - Hybrid Rasterization and Vulkan Ray Tracing Hard Shadows MagicaVoxel

Read more details and related context about LWJGL 3 Vulkan - Hybrid Rasterization and Vulkan Ray Tracing Hard Shadows MagicaVoxel.

Vulkan example with shadows

Vulkan example with shadows

Read more details and related context about Vulkan example with shadows.

Vulkan/C++ Engine Showcase #3 | Ray Traced Shadows

Vulkan/C++ Engine Showcase #3 | Ray Traced Shadows

implementation based on rt gems chapter 13. still some work to do on fixing reprojection artifacts but its already looking pretty ...

How I Implemented Shadows in my Game Engine

How I Implemented Shadows in my Game Engine

Devlog video about "Homegrown", a casual farming game I'm creating using my own

Ray traced shadows - Luz Engine (Vulkan/C++) #12

Ray traced shadows - Luz Engine (Vulkan/C++) #12

After a lot of work to setup the acceleration structure I finally managed to use the VK_KHR_ray_query extension. I started with ray ...

Spotlight in Vulkan | Spotlight Shadows

Spotlight in Vulkan | Spotlight Shadows

Read more details and related context about Spotlight in Vulkan | Spotlight Shadows.

Vulkan Deferred Rendering and Physically Based Rendering (PBR) with Shadow Mapping

Vulkan Deferred Rendering and Physically Based Rendering (PBR) with Shadow Mapping

Read more details and related context about Vulkan Deferred Rendering and Physically Based Rendering (PBR) with Shadow Mapping.

Point Light in Vulkan | Without Shadows

Point Light in Vulkan | Without Shadows

Hey everyone,! How does point light work? 1. The intensity of the light source decreases by inverse square law (1 / (r * r)) 2.

PBR Reflection and Refraction with Vulkan

PBR Reflection and Refraction with Vulkan

Read more details and related context about PBR Reflection and Refraction with Vulkan.

My first Vulkan RTX attempt

My first Vulkan RTX attempt

Read more details and related context about My first Vulkan RTX attempt.