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Martin-Karl Lefrancois (Senior Graphic Software Engineer , NVIDIA)
Location: Virtual GDC Platform
Date: Wednesday, March 23
Time: 9:00 am - 10:00 am
Pass Type: All Access Pass, Core Pass, Summits Pass, Expo Plus Pass, Audio Pass, Independent Games Summit Pass, All Access Online Only Pass - Get your pass now!
Topic: Programming
Format: Sponsored Session
Viewing Experience: Virtual
Vault Recording: Video
Audience Level: Yes
This presentation will be covering the required steps to create simple and more complex Vulkan applications. Using the nvpro-samples framework, we will start with the most important aspects of Vulkan programming. This includes creating Vulkan context, memory allocation, creating pipelines for raster and ray tracing. From this sample, we will show how other technologies can be integrated, such as NVIDIA Nsight Aftermath, OptiX denoiser, NVIDIA real-time denoiser (NRD) and other advanced rendering techniques. The sample is part of nvpro-samples which is a collection of examples for Vulkan. For example, you will find a Vulkan tutorial on ray tracing, where ray tracing is added, step by step, to a raster renderer. Among this tutorial there is also a collection of very specific ray tracing features, like animation, motion blur, reflection, but it also covers more intensively the use of shading-binding-table (SBT), parallel shading pipelines, ray query, anyhit as well as intersection shader, and much more.