- Last Modified Date
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2023-02-17
- Interactions and External Dependencies
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This extension provides API support for {GLSLregistry}/ext/GLSL_EXT_ray_tracing_position_fetch.txt[
GLSL_EXT_ray_tracing_position_fetch
] -
Interacts with
apiext:VK_KHR_ray_tracing_pipeline
-
Interacts with
apiext:VK_KHR_ray_query
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- Contributors
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-
Eric Werness, NVIDIA
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Stu Smith, AMD
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Yuriy O’Donnell, Epic Games
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Ralph Potter, Samsung
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Joshua Barczak, Intel
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Lionel Landwerlin, Intel
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Andrew Garrard, Imagination Technologies
-
Alex Bourd, Qualcomm
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Yunpeng Zhu, Huawei Technologies
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Marius Bjorge, Arm
-
Daniel Koch, NVIDIA
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VK_KHR_ray_tracing_position_fetch
adds the ability to fetch the vertex
positions in the shader from a hit triangle as stored in the acceleration
structure.
An application adds ename:VK_BUILD_ACCELERATION_STRUCTURE_ALLOW_DATA_ACCESS_KHR to the acceleration structure at build time. Then, if the hit is a triangle geometry, the shader (any-hit or closest hit for ray pipelines or using ray query) can: fetch the three, three-component vertex positions in object space, of the triangle which was hit.