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Heightmap RTX

raytraced displacement using heightmap_rtx <br/><sub><sup>Raytraced displacement in <a href="https://github.com/NVIDIAGameWorks/Displacement-MicroMap-Toolkit">micromesh_toolbox</a> using this library. "Turtle Barbarian" model by Jesse Sandifer, courtesy of Autodesk.</sup></sub>

Heightmap RTX is a small Vulkan library to displace raytraced triangles with a heightmap. It uses NVIDIA Micro-Mesh (Toolkit) internally. It can also be seen as a cheap runtime micromap baker.

VK_NV_displacement_micromap is required. See device support.

API Guide

  1. Include CMakeLists.txt to provide the heightmap_rtx static library. The C interface is defined in heightmap_rtx.h.
  2. Create a HrtxMap object from an image and the geometry that would normally be added to the acceleration structure build. This depends on a common HrtxPipeline object.
  3. Set the geometry's pNext to the micromap description returned by hrtxMapDesc(HrtxMap) before building the acceleration structure.
  4. Make sure the vulkan raytracing pipeline is created with VK_PIPELINE_CREATE_RAY_TRACING_DISPLACEMENT_MICROMAP_BIT_NV.

For a complete example, see the nvpro_core sample vk_raytrace_displacement.

#include <heightmap_rtx.h>

...

// Library input data
geometry.vertexTexcoordBuffer.address = ...;
geometry.vertexNormalBufferHVec4.address = ...;
VkAccelerationStructureGeometryTrianglesDataKHR triangles = {...};
VkAccelerationStructureBuildRangeInfoKHR        buildRange = {...};
VkImage                                         heightmapImage = ...;
VkDescriptorImageInfo                           heightmapImageInfo = ...;
float                                           heightmapBias = 0.0f;
float                                           heightmapScale = 1.0f;

// A callback must be provided for buffer allocation (this example uses nvpro_core's AllocVma).
HrtxAllocatorCallbacks allocatorCallbacks{
    [](const VkBufferCreateInfo bufferCreateInfo, const VkMemoryPropertyFlags memoryProperties, void* userPtr) {
      auto alloc  = reinterpret_cast<nvvkhl::AllocVma*>(userPtr);
      auto result = new nvvk::Buffer();
      *result     = alloc->createBuffer(bufferCreateInfo, memoryProperties);
      return &result->buffer;  // return pointer to member
    },
    [](VkBuffer* bufferPtr, void* userPtr) {
      auto alloc = reinterpret_cast<nvvkhl::AllocVma*>(userPtr);
      // reconstruct from pointer to member
      auto nvvkBuffer = reinterpret_cast<nvvk::Buffer*>(reinterpret_cast<char*>(bufferPtr) - offsetof(nvvk::Buffer, buffer));
      alloc->destroy(*nvvkBuffer);
      delete nvvkBuffer;
    },
    alloc,
};

// This example assumes these vulkan objects exist
VkPhysicalDevice physicalDevice = ...;
VkDevice         device = ...;
VkCommandBuffer  cmd = ...;

// Create a HrtxPipeline object. This holds the shader and resources for baking
HrtxPipeline pipeline;
HrtxPipelineCreate hrtxPipelineCreate{
    physicalDevice, device, allocatorCallbacks, VK_NULL_HANDLE, nullptr, nullptr, VK_NULL_HANDLE,
    [](VkResult result) {
      ... handle error
    }};
if(hrtxCreatePipeline(cmd, &hrtxPipelineCreate, &pipeline) != VK_SUCCESS)
{
  ... handle error
}

// Create a HrtxMap object from an image to displace some geometry
// This adds a call to 'cmd' to execute a compute shader to bake a micromap
... use hrtxBarrierFlags() to synchronize inputs if needed
HrtxMap        hrtxMap;
const uint32_t subdivLevel = 5;
HrtxMapCreate  mapCreate{
    &triangles,
    buildRange.primitiveCount,
    geometry.vertexTexcoordBuffer.address,
    VK_FORMAT_R32G32_SFLOAT,
    sizeof(float) * 2,
    geometry.vertexNormalBuffer.address,  // displacement directions
    VK_FORMAT_R32G32B32_SFLOAT,
    sizeof(float) * 3,
    heightmapImageInfo,
    heightmapBias,
    heightmapScale,
    subdivLevel,
};
if(hrtxCmdCreateMap(cmd, pipeline, &mapCreate, &hrtxMap) != VK_SUCCESS)
{
  ... handle error
}

// Library output is a micromap
VkAccelerationStructureTrianglesDisplacementMicromapNV micromapDesc = hrtxMapDesc(hrtxMap);
triangles.pNext = &micromapDesc;

// Build the acceleration structure normally
... vkCmdBuildAccelerationStructureNV()

// Make sure the pipeline has micromaps enabled
VkRayTracingPipelineCreateInfoKHR pipelineCreateInfo = {...};
pipelineCreateInfo.flags |= VK_PIPELINE_CREATE_RAY_TRACING_DISPLACEMENT_MICROMAP_BIT_NV;

Rendering Differences

Micro-Mesh was designed to be as seamless as possible. By setting the pipeline flag VK_PIPELINE_CREATE_RAY_TRACING_DISPLACEMENT_MICROMAP_BIT_NV and VkAccelerationStructureGeometryTrianglesDataKHR::pNext, rays will just start hitting displaced geometry. One caveat is when existing shaders interpolate the original triangle positions. An alternative is to use gl_WorldRayOriginEXT + gl_WorldRayDirectionEXT * gl_HitTEXT, which will produce a position on the displaced surface. gl_HitMicroTriangleVertexPositionsNV can also be used if it’s necessary to specialize. Micromesh also produces a gl_HitKindEXT of gl_HitKindFrontFacingMicroTriangleNV and gl_HitKindBackFacingMicroTriangleNV instead of gl_HitKindFrontFacingTriangleEXT and gl_HitKindBackFacingTriangleEXT.

Limitations

The intent of this library is to give quick easy access to VK_NV_displacement_micromap. Ultimately, baking a micromap offline with displacement bounds fitting and compression optimization will give better results, e.g. using micromesh_tool from the Toolkit.