Awesome
vk_raytrace_displacement
This sample demonstrates the use of the
heightmap_rtx
library to
raytrace dynamically displaced geometry. heightmap_rtx
is a small Vulkan
library to displace raytraced triangles with a heightmap. It uses NVIDIA
Micro-Mesh
(Toolkit)
internally.
A notable feature of this sample is animation. A single and static
VkCommandBuffer
that heightmap_rtx
populates is resubmitted each frame
before building the acceleration structure. This allows convenient animation
without any mid-frame resource allocation for building the Micro-Map.
Requirements
heightmap_rtx
is a
submodule. Run git submodule update --init --recursive
.
Along with other nvpro samples, nvpro_core
and the VulkanSDK
are required to
build this project. Cmake will look in the parent directory for nvpro_core and
the VulkanSDK is typically found via environment variables.
VK_NV_displacement_micromap is required. See device support.
[!IMPORTANT]
VK_NV_displacement_micromap
likely requires recent NVIDIA vulkan beta drivers (>= 537.96) and VulkanSDK (>= 1.3.268.0), particularly for GLSLNV_displacement_micromap
support.
Motivation
To render displacement with rasterization, one might use a tessellation shader,
mesh shader or trace the heightmap in a frament shader with parallax mapping. In
constrast, the vulkan raytracing API would normally only take regular triangle
geometry. A base mesh would need to be tessellated and displaced before building
the acceleration structure. This limitation is noted by 1, in which heightmap
displacement traced directly using min-max mipmap acceleration similarly to 2
and 3. An alternative to tessellating geometry is NVIDIA Micro-Mesh. This GPU
feature offers a way to apply displacement without tessellating in the
application code. The vulkan raytracing acceleration structure build step is
also faster when using Micro-Mesh. However, building the Micro-Map that holds
the displacement is not trivial to code. The heightmap_rtx
library simplifies
that step, taking just a VkImage
displacement image and converting it before
the acceleration structure build.
Limitations
There are a number of limitations of heightmap_rtx
when used for displacement.
Please see the README in its repository for details. A significant one with
regard to correctness is that direction vectors are not normalized after
interpolation. This means displacement near high base mesh curvature will
produce quite different results.
Footnotes
-
Theo Thonat, Francois Beaune, Xin Sun, Nathan Carr, and Tamy Boubekeur. 2021. Tessellation-free displacement mapping for ray tracing. ACM Trans. Graph. 40, 6, Article 282 (December 2021)<br/> ↩
-
Kyoungsu Oh, Hyunwoo Ki, and Cheol-Hi Lee. 2006. Pyramidal displacement mapping: a GPU based artifacts-free ray tracing through an image pyramid. In Proceedings of the ACM symposium on Virtual reality software and technology (VRST '06)<br/> ↩
-
Art Tevs, Ivo Ihrke, and Hans-Peter Seidel. 2008. Maximum mipmaps for fast, accurate, and scalable dynamic height field rendering. In Proceedings of the 2008 symposium on Interactive 3D graphics and games (I3D '08)<br/> ↩