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Minimalist ray-tracing leveraging only acceleration structures

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Panagiotis Christopoulos Charitos

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Description

This is an AnKi 3D Engine blog post by Panagiotis Christopoulos Charitos on a lightweight potato-mode ray-tracing path using only acceleration structures and ray queries instead of full ray pipelines and shader binding tables.

It covers AnKi's thin G-buffer RT pipeline, then an alternative that stores average diffuse color in TLAS instanceCustomIndex, recovers face normals via VK_KHR_ray_tracing_position_fetch, skips textures and SBTs, and compares indirect diffuse and specular quality and cost on Sponza and Bistro at 4K.

It is for advanced engine programmers implementing Vulkan or DXR inline ray tracing who need a cheaper fallback. TLAS layouts and ray queries should be familiar.

The free long-form post includes HLSL snippets, debug views, side-by-side comparisons, and a reader note on correct normal transforms.

It is useful for low-frequency GI approximations on hardware that struggles with full ray pipelines, or for measuring how far TLAS-stored shading data can go.