DirectX Raytracing
DirectX Raytracing (DXR) is a feature of Microsoft's DirectX purposed for real-time raytracing,[1] a significant advancement in computer graphics initially developed using Nvidia's Volta platform[2] but first seen on the consumer level in GPUs such as the Nvidia GeForce 20 series announced in 2018.[3] DXR is not released as part of a new version of DirectX but rather as a compatible extension to DirectX 12.
Windows 10 October 2018 Update (Version 1809) includes the public release of DirectX Raytracing.[4]
Windows 10 May 2020 Update (Version 2004) includes DirectX Raytracing version 1.1.[5]
Technical details
DXR introduces 4 main elements to the DirectX 12 API:[1]
- An "acceleration structure" which is an object that holds a representation of a 3D environment so that objects contained in the scene can be found quickly by the GPU
- A command list method called DispatchRays that controls raytracing
- HLSL shader types appropriate for raytracing
- The Raytracing pipeline state, comparable to the existing Graphics and Compute pipeline states
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References
- "Announcing Microsoft DirectX Raytracing!". Microsoft. 19 March 2018.
- GitHub - NVIDIAGameWorks/DxrTutorials, NVIDIA GameWorks, 2019-10-23, retrieved 2019-10-25
- "Nvidia reveals $800 GeForce RTX 2080 at Gamescom 2018". CNet.
- "DirectX Raytracing and the Windows 10 October 2018 Update". DirectX Developer Blog. 2018-10-02. Retrieved 2019-10-30.
- "DirectX Raytracing (DXR) Tier 1.1". DirectX Developer Blog. 2019-11-06. Retrieved 2020-06-28.
External links
- Microsoft developer blog on DirectX Raytracing
- DirectX Raytracing and the Windows 10 October 2018 Update
- Dev Preview of New DirectX 12 Features
- Nvidia blog about raytracing vs. rasterization
- Direct3D 12 Raytracing on Microsoft Docs
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