This directory contains binaries for Chris Wyman's shader tutorials from the SIGGRAPH 2018 Course "Introduction to DirectX Raytracing." Please visit the course webpage (http://intro-to-dxr.cwyman.org) or Chris' webpage (http://cwyman.org) to get more details, source code, more descriptive tutorial walkthroughs, course presentations, and other information about the DXR course. Please read this document carefully before running our tutorials. Please contact Chris if you run into unexpected troubles not covered below. Also note: None of these tutorials are intended to demonstrate best practices for highly optimized ray tracing performance. These samples are optimized to provide an easy starting point, clarity, and general code readability (rather than performance). ---------------------------------------------------------------------------------------------- Requirements: ---------------------------------------------------------------------------------------------- 1) Windows 10 RS4. * If you run "winver.exe" you should have Version 1803 (OS Build 17134) * The tutorials do *not* yet run on Win 10 RS5. (I will need to recompile.) 2) Windows needs to be in "Developer Mode" * Go to "PC Settings" -> "Updates & Secrity" -> "For developers". * Toggle to "Developer Mode" 3) A graphics card supporting DirectX Raytracing * Currently, limited to newer NVIDIA cards. * Eventually, the tutorials should run on the software fallback. I expect this will happen out-of-the-box after recompiling on Windows 10 RS5. 4) An NVIDIA driver that natively supports DirectX Raytracing * Includes public drivers after version 396, though we recommend version 400 or later. ---------------------------------------------------------------------------------------------- Loading scenes: ---------------------------------------------------------------------------------------------- This .zip file includes one scene (the "modern living room" from Benedikt Bitterli's page), which loads automatically for all tutorials that require a scene. If you would like to test these samples on more complex geoemtry, you can download one of the other scenes from the Open Research Content Archive: * https://developer.nvidia.com/orca * https://developer.nvidia.com/orca/amazon-lumberyard-bistro * https://developer.nvidia.com/orca/nvidia-emerald-square * https://developer.nvidia.com/ue4-sun-temple ---------------------------------------------------------------------------------------------- Acknowledgements: ---------------------------------------------------------------------------------------------- The desert HDR environment map (MonValley Dirtroad) is provided from the sIBL Archive under a Creative Commons license (CC BY-NC-SA 3.0 US). See http://www.hdrlabs.com/sibl/archive.html The included "pink_room" scene is named 'The Modern Living Room' by Wig42 on Benedikt Bitterli's webpage (https://benedikt-bitterli.me/resources/). It has been modified to match the Falcor material system. This scene was released under a CC-BY license. It may be copied, modified and used commercially without permission, as long as: Appropriate credit is given to the original author The original scene file may be obtained here: http://www.blendswap.com/blends/view/75692 The moon texture came from here under CC BY 4.0 license: https://www.solarsystemscope.com/textures/ The earth texture is public domain from here: http://www.shadedrelief.com/natural3/pages/textures.html The normal map texture is licensed CC0 from here: https://texturehaven.com/textures/