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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
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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
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What are Your Favorite Parallel Programming References?

Recently a colleague asked if I could recommend a good parallel programming textbook. Since it isn't the first time I've been asked this question, and it comes... 3 MIN READ