graph TD
CPU_Write_Upload["CPU Write Upload"]
Asset_Vertex_Index_Buffer["Asset Vertex Position Buffer<br> Asset Vertex Varying Buffer<br> Asset Index Buffer"]
Geometry_Data_Upload_Buffer["Geometry Data Upload Buffer"]
Instance_Data_Upload_Buffer["Instance Data Upload Buffer"]
Acceleration_Structure_Instance_Upload_Buffer["Acceleration Structure Instance Upload Buffer"]
Acceleration_Structure_Pass["<table> <tr><td>╔</td> <td>╦</td> <td>╗</td></tr> <tr><td>╠</td> <td><strong>Acceleration Structure Pass</strong></td> <td>╣</td></tr> <tr> <td>╚</td> <td>╩</td> <td>╝</td></tr> </table>"]
Top_Level_Acceleration_Structure["Top Level Acceleration Structure"]
GBuffer_Pass["<table> <tr><td>╔</td> <td>╦</td> <td>╗</td></tr> <tr><td>╠</td> <td><strong>(Ray Traced) GBuffer Pass</strong></td> <td>╣</td></tr> <tr> <td>╚</td> <td>╩</td> <td>╝</td></tr> </table>"]
GBuffer_Depth_Image["GBuffer Depth Image"]
GBuffer_Normal_Image["GBuffer Normal Image"]
Ambient_Occlusion_Pass["<table> <tr><td>╔</td> <td>╦</td> <td>╗</td></tr> <tr><td>╠</td> <td><strong>(Ray Traced) Ambient Occlusion Pass</strong></td> <td>╣</td></tr> <tr> <td>╚</td> <td>╩</td> <td>╝</td></tr> </table>"]
Ambient_Occlusion_Image["Ambient Occlusion Image" ]
Full_Screen_Transfer_Pass["Full Screen Transfer Pass"]
Swap_Chain_Image["Swap Chain Image"]
CPU_Write_Upload -->|"Frame Throttling Index"| Geometry_Data_Upload_Buffer
CPU_Write_Upload -->|"Frame Throttling Index"| Instance_Data_Upload_Buffer
CPU_Write_Upload -->|"Frame Throttling Index"| Acceleration_Structure_Instance_Upload_Buffer
Acceleration_Structure_Instance_Upload_Buffer --> Acceleration_Structure_Pass
Acceleration_Structure_Pass --> Top_Level_Acceleration_Structure
Top_Level_Acceleration_Structure --> GBuffer_Pass
Asset_Vertex_Index_Buffer --> GBuffer_Pass
Geometry_Data_Upload_Buffer --> GBuffer_Pass
Instance_Data_Upload_Buffer --> GBuffer_Pass
GBuffer_Pass --> GBuffer_Depth_Image
GBuffer_Pass --> GBuffer_Normal_Image
Top_Level_Acceleration_Structure --> Ambient_Occlusion_Pass
GBuffer_Depth_Image --> Ambient_Occlusion_Pass
GBuffer_Normal_Image --> Ambient_Occlusion_Pass
Ambient_Occlusion_Pass --> Ambient_Occlusion_Image
Ambient_Occlusion_Image --> Full_Screen_Transfer_Pass
Full_Screen_Transfer_Pass --> Swap_Chain_Image
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Ray Traced Ambient Occlusion
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