From a755a2401454b8d85794c9b197d6959dfe5271f3 Mon Sep 17 00:00:00 2001 From: alan Date: Thu, 19 Sep 2024 19:18:39 -0400 Subject: [PATCH] Initial commit --- README.md | 18 ++++++++++++++++++ 1 file changed, 18 insertions(+) create mode 100644 README.md diff --git a/README.md b/README.md new file mode 100644 index 0000000..b655017 --- /dev/null +++ b/README.md @@ -0,0 +1,18 @@ +# vulkan-rust-learning + +Experiments for learning how write Vulkan, using Rust, for real-time raytracing, and other shenanigans. + +## Resources +- [NVidia's Raytracing Best Practices](https://developer.nvidia.com/blog/best-practices-using-nvidia-rtx-ray-tracing/) +- [Khronos Best Practices for Hybrid Rendering](https://www.khronos.org/blog/vulkan-ray-tracing-best-practices-for-hybrid-rendering) +- [vulkano - Rust Bindings for Vulkan](https://crates.io/crates/vulkano) +- [vulkano on GitHub](https://github.com/vulkano-rs/vulkano) +- [Bevy](https://bevyengine.org/) +- [Bevy on GitHub](https://github.com/bevyengine/bevy) + +## Architectures Notes +- Use Top Level Acceleration Structure (TLAS) for instancing and describing geometry +- Use Bottom Level Acceleration Structure (BLAS) for actually storying geometry inside of AABB regions +- Keep BLAS AABBs condensed (less negative space), but don't overlap them either +- We could have an AABB system that automatically generates it from placed level geometry? Too overkill? +