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Thank you for pointing this out! You're absolutely right - the There is indeed an error and what we want is The tutorial 06_reflection will be also be partially re-written to better describe the limitations of recursive TraceRay() calls and why the iterative approach is recommended for production use. Thanks again for catching this! |
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Sure, and for good measure another one. In 16_ray_query/shaders/ray_query.slang , in pathTrace() you have: const float3 w = 1.0f; // Light sampling weight (simplified) So no PDF weighing, and no true MIS, but basically NEE only for direct light sampling, and BSDF only for indirect light sampling. |
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In rt_base.hpp
function
VkRayTracingPipelineCreateInfoKHR createRayTracingPipelineCreateInfo(std::span stages,
std::span shaderGroups,
uint32_t depth = 2)
The max depth is set to
so parameter depth is ignored.
Should it be :
?
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