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DirectX Raytracing - Wikipedia DirectX Raytracing (DXR) is a feature introduced in Microsoft's DirectX 12 that implements ray tracing, for video graphic rendering DXR was released with the Windows 10 October update (version 1809) on October 10, 2018
DirectX Raytracing (DXR) Functional Spec | DirectX-Specs The primary difference is DXR’s requirement of reading pointers in shaders, primarily at ray dispatch when traversing from a top-level acceleration structure to a bottom-level acceleration structure
Announcing DirectX Raytracing 1. 2, PIX, Neural Rendering and more at . . . DXR 1 2 introduces two revolutionary technologies: opacity micromaps (OMM) and shader execution reordering (SER), both of which deliver substantial leaps in raytracing performance: Opacity micromaps significantly optimize alpha-tested geometry, delivering up to 2 3x performance improvement in path-traced games
Direct3D 12 raytracing samples - Code Samples | Microsoft Learn This collection of samples act as an introduction to DirectX Raytracing (DXR) The samples are divided into tutorials and advanced samples Each tutorial sample introduces a few new DXR concepts
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
DX12 Raytracing tutorial - Part 1 | NVIDIA Developer You’ll learn how to add ray tracing to an existing application so that the ray tracing and raster paths share the same geometry buffers This part one of a two-part tutorial, which deals with the initial setup of Windows 10 and DX12 for ray tracing These two posts showcase basic intergration of ray tracing within an existing DirectX sample
Introduction to NVIDIA RTX and DirectX Ray Tracing Unreal Engine real-time ray tracing demo running on NVIDIA RTX The API that Microsoft announced, DirectX Raytracing (DXR), is a natural extension of DirectX 12 It fully integrates ray tracing into DirectX, and makes it a companion (as opposed to a replacement) to rasterization and compute