Awesome
CSharp DirectX Raytracing Tutorials
This repository contain tutorials demostrating how to use DirectX12 Raytracing with CSharp. The Nvidia original C++ tutorials can be found here. The DirectX12 CSharp binding used was Vortice.
Requirements:
- A GPU that supports DXR (Such as NVIDIA's Volta or Turing hardware)
- Windows 10 RS5 (version 1809)
- Windows 10 SDK version 1809 (10.0.17763.0)
- Visual Studio 2019
Tutorials
Tutorial 01 Create Window
Tutorial 02 Initialize DXR
Tutorial 03 Acceleration Structure
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Tutorial 04 Raytracing PipelineState
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Tutorial 05 Shader Table
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Tutorial 06 Raytrace
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Tutorial 07 Basic Shaders
Tutorial 08 Instancing
Tutorial 09 Constant Buffer
Tutorial 10 Per Instance Constant Buffer
Tutorial 11 Second Geometry
Tutorial 12 Per Geometry Hit Shader
Tutorial 13 Second Ray Type
Tutorial 14 Refit
Extra Tutorials
After I ported Raytracing DXR Nvidia tutorials to CSharp I think that would be a great idea to extend theses tutorials with some more. So I am going to add new extra raytracing tutorials to explain how to create more complex raytracing scenes.
Tutorial 15 Primitives
How to create a Raytracing Acceleration Structure from vertex and index geometry buffers.
Tutorial 16 Lighting
How to lighting mesh using Raytracing pipeline. The acceleration Structures only have information about the vertex position of the mesh so we need to pass vertexBuffer and indexBuffer information to the shader to reconstruct the vertex information after a hit.
Tutorial 17 Shadow
How to project shadows using Raytracing pipeline. In this tutorial, we are going to add a second geometry (ground) to the Acceleration Structure and throw a second ray to know whether a hit point is in shadow.
Tutorial 18 Reflection
How to make reflection meshes using Raytracing pipeline. In this tutorial, we are going to add a third reflected ray for each hit point recursively to calculate the final color (4 rebounds maximum deep). I also added fresnel and visibility falloff to improve the render. Most of the important changes are in the shader.
[Tutorial 19 xxx] under construction
Tutorial 20 Instancing
How to do instancing using Raytracing pipeline. In this tutorial, we are going to use the Top Level Acceleration Structure to instance multiple geometries defined in the Bottom Level Acceleration Structure and create a scene. In addition, we will add two constant buffers (Scene parameters and Primitive parameters) to pass scene configuration to shader.
Tutorial 21 Materials
How to provide a constant buffer per instance defined in the Top Level AS using the Raytracing pipeline. In this tutorial, we are going to see a mechanism to bind different resources to different instances of the same geometry. It will be useful to provide different materials for our Raytracing scenes.
Tutorial 22 Load Models
How to load a Gltf model and render with DirectX12 Raytracing pipeline. Acceleration structure only stores vertex positions so you need pass Index and Vertex buffer to the shader to figure out another vertex attributes (Normals, Texcoords, etc.) when a ray hits a model's triangle.
Tutorial 23 Load Textures
How to load a texture and applies to our gltf model with DirectX12 Raytracing pipeline. Acceleration structure only stores vertex positions so you need pass Index and Vertex buffer to the shader to figure out another vertex attributes (Normals, Texcoords, etc.) when a ray hits a model's triangle.