Abstract
Modern graphics APIs offer performant, low-level access to accelerated ray tracing. With this control and flexibility come complexity and nuance that can present challenges that are difficult for developers to navigate. This chapter will serve as an introduction to one method of harnessing the power of hardware-accelerated ray tracing: Vulkan and the Vulkan Ray Tracing extensions.
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Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License (http://creativecommons.org/licenses/by-nc-nd/4.0/), which permits any noncommercial use, sharing, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if you modified the licensed material. You do not have permission under this license to share adapted material derived from this chapter or parts of it.
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Rusch, M., Bickford, N., Subtil, N. (2021). Introduction to Vulkan Ray Tracing. In: Marrs, A., Shirley, P., Wald, I. (eds) Ray Tracing Gems II. Apress, Berkeley, CA. https://doi.org/10.1007/978-1-4842-7185-8_16
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DOI: https://doi.org/10.1007/978-1-4842-7185-8_16
Publisher Name: Apress, Berkeley, CA
Print ISBN: 978-1-4842-7184-1
Online ISBN: 978-1-4842-7185-8
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