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en/00_Introduction.adoc

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@@ -75,7 +75,7 @@ link:https://vulkan.gpuinfo.org/[Vulkan Hardware Database].
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* Experience with C{pp}
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** Familiarity with RAII, initializer lists
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* A compiler with decent support of C{pp}20 features
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** Visual Studio 2017+, GCC 7+, Or Clang 5+
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** Visual Studio 2017+, GCC 7+, or Clang 5+
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* Some existing experience with realtime 3D computer graphics
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** E.g., OpenGL or Direct3D
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en/08_Loading_models.adoc

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We will use the https://github.com/syoyo/tinyobjloader[tinyobjloader] library to load vertices and faces from an OBJ file.
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It's fast and it's easy to integrate because it's a single file library like stb_image.
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This was mentioned in the link:02_Development_environment.adoc[Development
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Enviornment] chapter and should be part of the dependencies for this portion
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Environment] chapter and should be part of the dependencies for this portion
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of the tutorial.
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== Sample mesh

en/courses/18_Ray_tracing/03_Ray_query_shadows.adoc

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Next, we will initialize a `RayQuery` object which will be used to perform the ray traversal. Note the choice of flags that we use to make it faster:
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- `RAY_FLAG_SKIP_PROCEDURAL_PRIMITIVES` since this is a simple scene with triangles only.
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- `RAY_FLAG_ACCEPT_FIRST_HIT_AND_END_SEARCH` to end the traversal as soon as the first opaque interesection is found, which is sufficient for shadow testing since we only need to know if anything blocks the light.
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- `RAY_FLAG_ACCEPT_FIRST_HIT_AND_END_SEARCH` to end the traversal as soon as the first opaque intersection is found, which is sufficient for shadow testing since we only need to know if anything blocks the light.
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sq.Proceed();
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`Proceed()` advances the state of the `RayQuery` object to the next intersection "candidate" along the ray. Each call to `Proceed()` checks if there is another intesection to process. If so, it updates the query's internal state so that you may access information about the current candidate intersection. This allows you to implmement custom logic for handling intersections, such as skipping transparent surfaces (which we will revisit later in this lab) or stopping at the first opaque hit. It is typically called within a loop to iterate through all potential intersections, but for shadows we only need the first hit:
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`Proceed()` advances the state of the `RayQuery` object to the next intersection "candidate" along the ray. Each call to `Proceed()` checks if there is another intersection to process. If so, it updates the query's internal state so that you may access information about the current candidate intersection. This allows you to implement custom logic for handling intersections, such as skipping transparent surfaces (which we will revisit later in this lab) or stopping at the first opaque hit. It is typically called within a loop to iterate through all potential intersections, but for shadows we only need the first hit:
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en/courses/18_Ray_tracing/04_TLAS_animation.adoc

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}
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----
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Next, we need to prepare the geometry data for the TLAS build. This is similar to what we did when creating the TLAS, but now we will use the updated instance buffer. We also need to change the build `mode` to `eUpdate`, and define a source TLAS as well as a destination TLAS. This instructs the implementation to update the existing TLAS in-place instead of creating a new one. This is more efficient when only minor changes (like transforms) have occured:
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Next, we need to prepare the geometry data for the TLAS build. This is similar to what we did when creating the TLAS, but now we will use the updated instance buffer. We also need to change the build `mode` to `eUpdate`, and define a source TLAS as well as a destination TLAS. This instructs the implementation to update the existing TLAS in-place instead of creating a new one. This is more efficient when only minor changes (like transforms) have occurred:
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[,c{pp}]
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