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Tips: Acceleration Structure Compaction

Learn how to compact the acceleration structure in DXR and what to know before you start implementing. 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… 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… 3 MIN READ