# GPU raytracing framework ## Long-term goal for design and implementation - Align the API design with the Vulkan hardware raytracing API (referred to as vk-rtx). - Develop a vk-rtx backend to fully leverage its performance advantages and capabilities. - Create a compute shader backend using wavefront-tracing architecture. - Maximize cross-platform compatibility by enabling rendering on any target that supports compute shaders. - Investigate best practices, design decisions, and low-level trade-offs for vk-rtx. - Overcome limitations in the current vk-rtx specification. - Explore other ways to extend things, for example the alternative implementation of acceleration structures. - Identify best engineering practices for GPU ray tracing: - Optimize the architecture advantages of our shader EDSL infrastructure. - Enhance the extensibility of effect features. - Establish best practices for resource management. - How to integrate into high-level frame and do hybrid rendering.