Lines Matching refs:traversal
5 [[ray-traversal]]
8 The ray traversal process identifies and handles intersections between a ray
11 Ray traversal cannot be started by a Vulkan API command directly - a shader
33 instance to continue traversal within that instance; therefore the transform
212 [[ray-traversal-watertight]]
246 [[ray-traversal-culling-primitive]]
259 in the pipeline, traversal with code:OpTraceRayKHR calls will all behave as
267 the pipeline, traversal with code:OpTraceRayKHR calls will all behave as if
282 [[ray-traversal-culling-face]]
286 of ray traversal is to determine if a triangle primitive is back- or
376 Opaque geometries continue through traversal as normal, whereas non-opaque
440 determine whether any hits should be reported to the traversal