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Add Mobile NeRF Ray Query Sample #1134
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Add Mobile NeRF Ray Query Sample #1134
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Signed-off-by: Rodrigo Holztrattner <[email protected]>
Signed-off-by: Rodrigo Holztrattner <[email protected]>
Signed-off-by: Rodrigo Holztrattner <[email protected]>
Moving sample out from draft (for review). Note: There are some VUID-vkCmdBuildAccelerationStructuresKHR-pInfos-03710 validation errors on AMD devices when using acceleration structures. The ray_tracing_extended sample seems to trigger this same errors as well. This might be device/driver dependent and not really an issue on more up-to-date HW/drivers. An old and similar issue These errors do not appear on NVIDIA's or mobile devices in general. |
Signed-off-by: Rodrigo Holztrattner <[email protected]>
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Unlike the existing mobile NeRF sample, this one does not work for me. I get this error at startup:
[error] Required device extension VK_KHR_get_physical_device_properties2 not available, cannot run
[error] Error Message: Extensions not present : ERROR_EXTENSION_NOT_PRESENT
[error] Failed when running application Mobile NeRF Ray Query
This is caused, by VK_KHR_get_physical_device_properties2 being added as a device extension, while it actually is an instance level extension.
Also mouse camera controls feel odd. Like they're inverted, compared to the other mobile NeRF sample. |
The sample also trigger a lot of warnings about uninitialized variables (~75). Those need to be fixed too. |
I also get these validation messages with the latest SDK:
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Signed-off-by: Rodrigo Holztrattner <[email protected]>
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Hi @SaschaWillems , I got the updated code from the team and update the PR, thanks for your feedback! |
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I have to admit, I can't follow all that mlp-stuff...
But there are a few minor issues, and the camera movement is not consistent: moving left/right is correct but up/down is inverted.
Signed-off-by: Rodrigo Holztrattner <[email protected]>
Hi @asuessenbach, I just got the updated code from the team and updated the PR, the remaining issues should all have been addressed. |
…eno -> mobile devices that support ray queries)
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Good looks good (aside from a very minor thing, see my comment), sample runs fine.
But I do get this validation error at startup:
[error] 115483881 - VUID-VkShaderModuleCreateInfo-pCode-08740: Validation Error: [ VUID-VkShaderModuleCreateInfo-pCode-08740 ] | MessageID = 0x6e224e9 | vkCreateShaderModule(): SPIR-V Capability UniformBufferArrayNonUniformIndexing was declared, but one of the following requirements is required (VkPhysicalDeviceVulkan12Features::shaderUniformBufferArrayNonUniformIndexing). The Vulkan spec states: If pCode is a pointer to SPIR-V code, and pCode declares any of the capabilities listed in the SPIR-V Environment appendix, one of the corresponding requirements must be satisfied (https://vulkan.lunarg.com/doc/view/1.3.290.0/windows/1.3-extensions/vkspec.html#VUID-VkShaderModuleCreateInfo-pCode-08740)
Looks like that feature isn't enabled.
Signed-off-by: Rodrigo Holztrattner <[email protected]>
Signed-off-by: Rodrigo Holztrattner <[email protected]>
@SaschaWillems I was trying to resolve the issue below before pushing the changes to fix the validation layer error, at this point I'm starting to think it's a problem with the framework and not actually the sample, but just letting you know the latest version shouldn't have any validation errors anymore.
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It seems other samples have the errors I mentioned above, it doesn't seem specific to this one. |
Description
Adds a new sample, Mobile NeRF Ray Query, which is an upgraded version of the original Mobile NeRF sample. This one uses rayqueries to accelerate the NeRF processing.
General Checklist:
Please ensure the following points are checked:
Note: The Samples CI runs a number of checks including:
If this PR contains framework changes:
batch
command line argument to make sure all samples still work properlySample Checklist
If your PR contains a new or modified sample, these further checks must be carried out in addition to the General Checklist: