Vulkan Ray Tracing Reflections & Shadows
As I state in the video, most of the geometry in this video is rendered using the rasterization path, except for the shadows (for the directional light and point light) which are ray-traced and reflections, which are also ray-ray traced.
Surprisingly, ray-traced shadows on my hardware is not taking a significant toll on performance. Definitely slower than single (or even multi) cascade shadow mapping, but for how easy that was to setup and get working (especially setting up TLASes, BLASes), I am surprised. To be completely fair, those kind of shadow rays are really simple to trace compared to, for example, reflection rays, where you need to light the surface multiple times for multiple bounces.
I am unsure on what to do with this project for the time being. Ideally I would have used it to implement some sort of game or experience but I am unsure.
Science & Technology