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The RTX Shader Binding Table Three Ways

Posted: Sun Nov 24, 2019 6:04 pm
by Twinklebear
I wrote up a post to explain the shader binding table used in the RTX execution model and how it works across DXR/Vulkan/OptiX which should be helpful for anyone learning the new ray tracing APIs: It's also got an interactive tool at the end where you can play with building the shader table, scene and trace call to see which hit groups will be called!