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Minor README.
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README.md

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My implementation of [Peter Shirley's Ray Tracing in One Weekend](https://github.com/petershirley/raytracinginoneweekend) book using Vulkan and NVIDIA's RTX extension (VK_NV_ray_tracing). This allows most scenes to render at interactive speed on appropriate hardware.
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This real-time ray tracer can also load full geometry from OBJ files as well as render the procedural spheres from the book. An accumulation buffer is used to increase the sample count when the camera is not moving while keeping the frame rate interactive. I have added a UI built using [Dear ImGui](https://github.com/ocornut/imgui) to allow changing the renderer parameters on the fly. Unlike projects such as [Q2VKPT](http://brechpunkt.de/q2vkpt/), there is no denoising filter. So the image will get noisy when moving the camera.
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The real-time ray tracer can also load full geometry from OBJ files as well as render the procedural spheres from the book. An accumulation buffer is used to increase the sample count when the camera is not moving while keeping the frame rate interactive. I have added a UI built using [Dear ImGui](https://github.com/ocornut/imgui) to allow changing the renderer parameters on the fly. Unlike projects such as [Q2VKPT](http://brechpunkt.de/q2vkpt/), there is no denoising filter. So the image will get noisy when moving the camera.
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This personal project follows my own attempts at CPU ray tracing following Peter Shirley's books (see [here](https://github.com/GPSnoopy/RayTracingInOneWeekend) and [here](https://github.com/GPSnoopy/RayTracingTheNextWeek) if you are interested).
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