Vulkan Ray Tracing Launched | Geeks3D
Summary
Yesterday, the Khronos Group announced the public release of provisional Vulkan Ray Tracing extensions. Beaverton, OR – March 17, 2020 – 6:00 AM PT – Today, The Khronos® Group, an open consortium of industry-leading companies creating advanced interoperability standards, announces the ratification and public release of the Vulkan® Ray Tracing provisional extensions, creating the industry’s first open, cross-vendor, cross-platform standard for ray tracing acceleration. Primarily focused on meeting desktop market demand for both real-time and offline rendering, the release of Vulkan Ray Tracing as provisional extensions enables the developer community to provide feedback before the specifications are finalized. VK_KHR_deferred_host_operations enables intensive driver operations, including ray tracing pipeline compilation or CPU-based acceleration structure construction to be offloaded to application-managed CPU thread pools. Engineers at Khronos member companies, including NVIDIA, have also added support for the SPIR-V extensions to DXC, Microsoft’s open source HLSL compiler, enabling Vulkan Ray Tracing SPIR-V shaders to be authored in HLSL using the syntax defined by Microsoft, with minimal modifications.