Implement raytraced skinned mesh#9
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repushed a fix. now won't write velocity buffer when skinning not triggered last frame. |
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Awesome, thanks for the work :) I'll take this one and rework it a little bit so it will also work for custom GLSL shading such as tree sway and whatnot |
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I just pushed a change that fixes multi viewport.. it conflicts a little with your changes (seperate per viewport state, because TLASes and such can diverge due to visibility ranges or LOD) |
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rebased~ shall i change naming from skinning to a wider one, like "deformable" or something else for vertex shaders. |
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Yeah I think that makes sense indeed |
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renamed. also introduced |
Thanks for testing! That's a bit weird. Actually there's not any change in skinned mesh storage/rendering path in the latest commit(0ef2c8f) , and my local test project seems fine. Do you remember the last working commit? |
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No, I don’t remember the commit, but it was before Bonkahe committed, so 5 days ago. |
Well, that should be the first version commit before rebasing, I'll take a look on if I broke anything. (an MRP will be helpful) BTW have you tried deleting |
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I will get you a minimum reproducible example in a few hours, and no, I did not remove my local project changes. I can try doing that. |
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Just tested it here locally, I've got it to work (master chief and all) |
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It's now integrated @maidopi-usagi - had to change it a little bit to handle the buffer addresses from being barriered correctly (was causing crashes otherwise in games). I'll close this one. Thank you for contributing! |






Adds initial ray traced skinned mesh support.
Skinned and blend shape surfaces now get per-instance BLAS data built from their deformed vertex buffers, so animated meshes can be included in the path tracing path. There’s also a BLAS update/refit path wired through RD and Vulkan to avoid full rebuilds when possible.
Motion vectors for skinned hits are calculated from previous-frame vertex data.