Nvidia Vulkan Ray Tracing Tutorials
github.com
github.com
(insert vkrt_tutorial.md.htm here)
Meanwhile the repository readme actually loads and shows useful information when loading from https://github.com/nvpro-samples/vk_raytracing_tutorial_KHRLooking at the source of the page, they are using some JS library called markdeep that seems to render the content, so if you don't have JS activated, it won't work. Similarly, overzealous or misconfigured adblockers would probably make it not work as well.
Just trying to help you out with figuring out what's wrong. If you don't want help or to fix the issue, maybe refrain from posting next time.
The engine comes with a tiny demo, mainly showing off reflection and refraction. At this point we don't have any binaries available online as most people interested in this project are typically developers. Building it is comparatively easy, just follow the guide referenced in the README.
The average person who's looking for "What can raytracing do for me" is going to get their answer from Control, Battlefield, Metro Exodus, or even the Quake II and Minecraft demos, and not some developer-centric Vulkan tutorial from Github.
As a graphics engineer, the more compelling use cases of ray tracing are things like visibility tests, which can be temporally stabilized by adding a low-discrepancy noise to each sample and used to perform leak-free global illumination. Samples can be used to feed other aspects of the pipeline like generating soft shadows, or atmospheric effects, etc.
It's an API tutorial, for professionals in the field. Ray tracing is just one tool in the toolbox, not the alpha and omega of how the frame gets composed.
Vulkan is a very low level API and even putting a single triangle on the screen is a huge wall of C++ code, so it's necessary to keep the domain part of the example as simple as possible.
Wondering when Vulkan will get mesh shaders.