DXR
Jul 19, 2021
Reducing Acceleration Structure Memory with NVIDIA RTXMU
Acceleration structures spatially organize geometry to accelerate ray tracing traversal performance. When you create an acceleration structure, a conservative...
11 MIN READ
May 20, 2021
Tips: Acceleration Structure Compaction
In ray tracing, more geometries can reside in the GPU memory than with the rasterization approach because rays may hit the geometries out of the view frustum....
7 MIN READ
Jan 29, 2021
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, structured...
6 MIN READ
Aug 10, 2020
Best Practices: Using NVIDIA RTX Ray Tracing (Updated)
This post gathers best practices based on...
23 MIN READ
Apr 29, 2020
Profiling DXR Shaders with Timer Instrumentation
Optimizing real-time graphics applications for maximum performance can be a challenging endeavor, and ray tracing is no exception. Whether you want to make your...
9 MIN READ
Mar 30, 2020
Optimizing VK/VKR and DX12/DXR Applications Using Nsight Graphics: GPU Trace Advanced Mode Metrics
Many GPU performance analysis tools are based on a capture and replay mechanism, where a frame is first captured (either in-memory or to disk), and then...
12 MIN READ
Feb 21, 2020
Bringing HLSL Ray Tracing to Vulkan
This post was revised March 2020 to reflect newly added support in DXC for targeting the SPV_KHR_ray_tracing multi-vendor extension. Vulkan logo DirectX Ray...
9 MIN READ
Apr 01, 2019
Introduction to Ray Tracing in Unreal Engine 4.22
Epic Games is adding ‘Early Access’ support for ray tracing through the DirectX Raytracing API (DXR) to Unreal Engine with the pending release of Unreal...
12 MIN READ
Mar 20, 2019
Tips and Tricks: Ray Tracing Best Practices
This post presents best practices for implementing ray tracing in games and other real-time graphics applications. We present these as briefly as possible to...
14 MIN READ
Nov 19, 2018
Parallel Shader Compilation for Ray Tracing Pipeline States
In ray tracing, a single pipeline state object (PSO) can contain any number of shaders. This number can grow large, depending on scene content and ray types...
3 MIN READ
Oct 29, 2018
Effectively Integrating RTX Ray Tracing into a Real-Time Rendering Engine
RTX is NVIDIA's new platform for hybrid rendering, allowing the combination of rasterization and compute-based techniques with hardware-accelerated ray tracing...
21 MIN READ
Oct 23, 2018
Video Series: Practical Real-Time Ray Tracing With RTX
RTX introduces an exciting and fundamental shift in the way lighting systems work in games and applications. In this video series, NVIDIA Engineers Martin-Karl...
18 MIN READ
Oct 03, 2018
Fast and Fun: My First Real-Time Ray Tracing Demo
Editor’s note: What happens when a veteran graphics programmer with substantial experience in old-school ray tracing (in other words, offline rendering), gets...
10 MIN READ
Oct 02, 2018
Video Series: Real-Time Ray Tracing for Interactive Global Illumination Workflows in Frostbite
Real-time ray tracing is upon us. Electronic Arts leads the charge in integrating the technology on an engine level. This video series features Sebastien...
5 MIN READ
Aug 13, 2018
Coffee Break: Ray Plus Raster Era Begins
After decades of research, NVIDIA has unearthed the holy grail of video game graphics: real-time ray tracing! This series of videos will explain why you need to...
9 MIN READ
Jun 20, 2018
Coffee Break Series: Ray Tracing in Games with NVIDIA RTX
Ray tracing will soon revolutionize the way video games look. Ray tracing simulates how rays of light hit and bounce off of objects, enabling developers to...
8 MIN READ