Oli Wright

Oli Wright has worked in the games’ industry for a long time. He wrote his first software rasterizer in 1992. Now he works on integrating real-time ray tracing into games like Minecraft, something he never dreamed would be possible.

Posts by Oli Wright

Graphics / Simulation

Managing Memory for Acceleration Structures in DirectX Raytracing

In Microsoft Direct3D, anything that uses memory is considered a resource: textures, vertex buffers, index buffers, render targets, constant buffers… 6 MIN READ