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- Copyright (c) 2019-2023, Holochip Corporation
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-
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- SPDX-License-Identifier: Apache-2.0
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-
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- Licensed under the Apache License, Version 2.0 the "License";
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- you may not use this file except in compliance with the License.
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- You may obtain a copy of the License at
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-
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- http://www.apache.org/licenses/LICENSE-2.0
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-
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- Unless required by applicable law or agreed to in writing, software
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- distributed under the License is distributed on an "AS IS" BASIS,
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- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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- See the License for the specific language governing permissions and
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- limitations under the License.
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-
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////
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= Ray-tracing: Extended features and dynamic objects
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ifdef::site-gen-antora[]
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TIP: The source for this sample can be found in the https://github.com/KhronosGroup/Vulkan-Samples/tree/main/samples/extensions/ray_tracing_extended[Khronos Vulkan samples github repository].
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endif::[]
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This code sample demonstrates how to incorporate animations into a ray-traced scene, and shows how to incorporate different types of changing objects within the acceleration structures.
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== Acceleration structures
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The ray tracing acceleration structures are separated into two types: bottom-level acceleration structures (BLAS) and top-level acceleration structures (TLAS).
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The BLAS contains information about each object's geometry within its own coordinate system and is built using the vertex and index data stored in a GPU buffer.
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In contrast, the TLAS contains information about each instance of the geometry and its transformation (i.e.
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scaling, rotation, translation, etc.).
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Each object must be represented in the BLAS, but can have any number of instances, each with its own transformation.
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This allows objects to be replicated without creating an acceleration structure for each instance.
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== Objects: Static, moving, and changing
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There are three categories of objects to consider when building acceleration structures: static, moving, and changing geometry.
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Static geometry includes scene data.
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In this code sample, the Sponza scene has a single, non-moving instance.
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In contrast, dynamic objects can have a changing transformation, changing geometry, or both.
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An example of transformation-only dynamic objects in this code sample are given by the flame particle effect, which is achieved by adjusting only the location and rotation of a square billboard -- the internal geometry (and thus the billboard's BLAS) does not change.
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In contrast, the refraction effect is achieved by changing both the internal geometry each frame, and the rotation (so that it faces the viewer).
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Vulkan offers methods of optimizing the acceleration structures for each type of geometry.
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The `VkAccelerationStructureBuildGeometryInfoKHR` struct has flags that can either toggle "fast trace", which optimizes run-time performance at the expense of build time, or "fast build", which optimizes build time.
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When constructing large, static objects such as the Sponza scene, for instance, the "fast trace" bit (`VK_BUILD_ACCELERATION_STRUCTURE_PREFER_FAST_TRACE_BIT_KHR`) is selected because the build will occur once and the model contains many points.
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When constructing dynamic objects such as the refraction model, which will need a BLAS update every frame, the "fast build" bit (`VK_BUILD_ACCELERATION_STRUCTURE_PREFER_FAST_BUILD_BIT_KHR`) is selected.
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Further optimization methods can be used.
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For instance, the refraction model is updated every frame by the CPU and thus uses host-visible memory.
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However, because host-visible memory can incur a performance penalty, the Sponza and billboard models use a staging buffer to copy to device-exclusive memory.
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An alternative method would be to use a "compute shader" to generate the refraction model each frame, but that is outside the scope of this tutorial.
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== Reference Object Data from a Closest-Hit Shader
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Though the ray-tracing pipeline uses an acceleration structure to traverse the scene's geometry, the acceleration structures themselves do not store user-defined information about the geometry and instead give the developer the flexibility to define their own custom geometry information.
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This information can be encoded at the per-instance level, per-object level, or per-primitive level.
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_Per-instance level:_ The top-level acceleration structure allows instance information to encode a custom ID ( per-instance level).
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_Per-object level:_ In this code sample, this custom ID then references a struct at the per-object level containing the object ID , the index of the vertices in the vertex buffer, and the index of the (triangle) indices in the index buffer:
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----
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struct SceneInstanceData
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{
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uint32_t vertex_index;
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uint32_t indices_index;
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uint32_t image_index;
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uint32_t object_type;
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};
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----
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_Per-primitive level_ In this sample, each vertex is encoded with a per-vertex normal and texture coordinate, though other applications may wish to provide other information at the per-vertex level.
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To allow the bottom-level acceleration structure to reference geometry data with a custom-defined layout, the `VkAccelerationStructureGeometryKHR` provides the ability to set geometry offsets and strides (i.e.
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`vertexStride`).
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In the code below, the struct `acceleration_structure_geometry` of type `VkAccelerationStructureGeometryKHR` references the data layout provided by NewVertex, which encodes the normal and texture coordinate:
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----
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acceleration_structure_geometry.geometry.triangles.vertexData = vertex_data_device_address;
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acceleration_structure_geometry.geometry.triangles.maxVertex = model_buffer.num_vertices;
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acceleration_structure_geometry.geometry.triangles.vertexStride = sizeof(NewVertex);
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acceleration_structure_geometry.geometry.triangles.indexType = VK_INDEX_TYPE_UINT32;
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acceleration_structure_geometry.geometry.triangles.indexData = index_data_device_address;
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acceleration_structure_geometry.geometry.triangles.transformData = transform_matrix_device_address;
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----
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This technique allows the closest-hit shader to access pre-calculated vertex information.
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== Texture Binding and Shaders
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In a traditional raster pipeline, it is possible to render each object separately and bind its appropriate texture images during that pass.
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However, in a ray-tracing pipeline, each ray during a render pass could intersect with many objects within the scene, and thus all textures must be available to the shader.
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In this code sample, an array of textures (`Sampler2D[]`) is bound, and each object is associated with a given texture index.
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The texture ID information is stored in the object data.
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== Ambient Occlusion and Ray-Traced Shadows
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This code sample explores two different ways to calculate lighting: ray-traced shadows and ambient occlusion, both of which are updated each frame and are triggered when a primary ray intersects a scene object (i.e.
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an element of the Sponza scene).
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Ray-traced shadows are calculated by performing a test: a ray is shot from the object point in the direction of the light.
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If the returned distance is less than the distance to the light source, then the object point is in a shadow.
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In pseudocode:
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----
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direction = object_pt - light_pt
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dist = trace_ray(object_pt, direction)
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if (dist < distance(object_pt, light_pt)):
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color.rgb *= 0.2
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----
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The ambient occlusion effect is used to simulate the light diminishing effect of clustered geometry.
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It's simulated by tracing rays distributed about a hemisphere centered at the intersection point with the object's normal.
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The light-diminishing effect is estimated using the distance to the nearest ray intersection.
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In some implementations, a hard threshold is used.
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In pseudocode:
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----
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for theta,phi in angles:
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hard_threshold = 10.f
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direction = hemisphere_pt(object_pt, normal, theta, phi)
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dist = trace_ray(object_pt, direction)
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if (dist < hard_threshold):
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color.rgb *= 0.2
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----
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The code sample in this tutorial instead linearly interpolates up to the hard_threshold:
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----
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color.rgb *= min(dist, hard_threshold) / min_threshold
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----
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There are further optimizations that can be used.
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One common technique is to reduce the number of generated ambient occlusion rays at each point, often shooting just a single ray.
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The resulting image can then be de-noised using a separate de-noising pass, though this technique is outside the scope of this tutorial.
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