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You can write your ray tracer with shaders in dx11 or opengl, or it can be implemented it in opencl. 
But it will not use nvidias dedicated shader cores. But probably they will get thrown out eventually from the chip anyway due to the lack of interest.
It makes no sense to change an api for such…

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Oh wow, that's wild! I'm glad you at least figured that out though.

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I've wrote a ray tracing shadow shader before. (abbreviated as ShaderA)

And recently I wrote another ray tracing shader. (abbreviated as ShaderB)

I create ID3D12StateObject for both.

But hit group shader identifier is unique between each ID3D12StateObject.

My hit group data struct is like this:

| shader…

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Worsening sampling quality of raytracing with increasing distance from world origin

@LandonJerre WorldRayDirection() is giving same effects as using boolean payload. Problem was that perspective matrix had very short Z_NEAR and Z_FAR values (0.01f and 200.0f). By changing it to much higher range (10.0f, 20000.0f), problem with jaggies and artifacts disappears. Thank you for help.

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