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DirectX Raytracing (DXR) Tier 1.1 - DirectX Developer Blog
https://devblogs.microsoft.com/directx/dxr-1-1/
DirectX Raytracing (DXR) Tier 1.1. Real-time raytracing is still in its very early days, so unsurprisingly there is plenty of room for the industry to move forward. Since the launch of DXR, the initial wave of feedback has resulted in a set of new features collectively named Tier 1.1. An earlier blog post concisely summarizes these raytracing ...
Announcing Microsoft DirectX Raytracing! - DirectX …
https://devblogs.microsoft.com/directx/announcing-microsoft-directx-raytracing/
At the highest level, DirectX Raytracing (DXR) introduces four, new concepts to the DirectX 12 API: The acceleration structure is an object that represents a full 3D environment in a format optimal for traversal by the GPU. Represented as a two-level hierarchy, the structure affords both optimized ray traversal by the GPU, as well as efficient ...
Direct3D 12 raytracing samples - Code Samples
https://docs.microsoft.com/en-us/samples/microsoft/directx-graphics-samples/d3d12-raytracing-samples-win32/
DX12 Raytracing tutorial - Part 1 | NVIDIA Developer
https://developer.nvidia.com/rtx/raytracing/dxr/dx12-raytracing-tutorial-part-1
Real-time ray tracing through the eyes of a game developer
https://jbikker.github.io/literature/Real-time%20Ray%20Tracing%20through%20the%20Eyes%20of%20a%20Game%20Developer%20-%202007.pdf
The importance of ray tracing for games has also been recog-nised by researchers [17]. Ray tracing has been used extensively for offline rendering of game graphics (e.g. Myst and Riven [36]) and for lighting preprocessing as in e.g. Quake 2 [12]. Games are also frequently used as a test-case for real-time ray tracing: At the
DirectX-Specs/Raytracing.md at master - GitHub
https://github.com/Microsoft/DirectX-Specs/blob/master/d3d/Raytracing.md
Intro. This document describes raytracing support in D3D12 as a first class peer to compute and graphics (rasterization). Similar to the rasterization pipeline, the raytracing pipeline strikes a balance between programmability, to maximize expressiveness for applications; and fixed function, to maximize the opportunity for implementations to execute workloads efficiently.
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