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VulkanRaytracingProceduralGeometry

Vulkan port of the D3D12 Procedural Geometry Demo using VK_KHR_ray_tracing_pipeline and VK_KHR_acceleration_structure [WIP]

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/learn @DerRM/VulkanRaytracingProceduralGeometry
About this skill

Quality Score

0/100

Supported Platforms

Universal

README

Vulkan Raytracing Procedural Geometry Sample

Vulkan port of the D3D12 Procedural Geometry Demo [WIP] Build Status

This sample uses the official VK_KHR_ray_tracing_pipeline and VK_KHR_acceleration_structure extensions. It was ported from the before adapted sample for VK_KHR_ray_tracing.

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This sample demonstrates how to implement procedural geometry using intersection shaders. It utilizes multiple intersections shaders to create analytic and volumetric, signed distance and fractal geometry. In addition, it introduces:

  • Extended shader table layouts and indexing covering multiple geometries and bottom-level acceleration structures (bottom-level AS, or BLAS for short).
  • Use of trace ray recursion and two different ray types: radiance and shadow rays.
  • It also serves as a cross reference between D3D12 DXR style API calls and Vulkan as it directly adapts the D3D12 Raytracing Procedural Geometry sample
View on GitHub
GitHub Stars26
CategoryDevelopment
Updated2mo ago
Forks3

Languages

C++

Security Score

80/100

Audited on Jan 15, 2026

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