DirectX Raytracing
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DirectX Raytracing (DXR) is a feature of Microsoft's DirectX that can do raytracing in real-time.[1] It is a big development in computer graphics.[source?] It was first made to use Nvidia's Volta platform.[2] Some of the first products for consumers that use DXR include the Nvidia GeForce 20 series of GPUs, which was announced in 2018.[3] DXR came out as an extension to DirectX 12 instead of a new version of DirectX.
The Windows 10 October 2018 update includes the public release of DirectX Raytracing.[4]
Technical details
[change | change source]DXR adds 4 main elements to the DirectX 12 API:[1]
- An "acceleration structure", which is an object that holds what a 3D environment looks like. This allows objects that are in the scene to be quickly found by the GPU.
- A command list method called DispatchRays, which controls raytracing.
- HLSL shader types that are appropriate for raytracing.
- The Raytracing pipeline state, which is comparable to the existing Graphics and Compute pipeline states.
References
[change | change source]- ↑ 1.0 1.1 "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.