We will compare GPU compute-based approaches to ray tracing with respect to the novel NVIDIA RTX technology, which, instead, provides dedicated hardware for ray tracing. We will introduce the new shader stages in DXR (Ray Generation Shader, Hit Shader, Miss Shader) as well as bottom-level acceleration structures (BLAS) and top-level acceleration structures (TLAS). We will provide code snippets that will show in practical terms the differences between a CUDA implementation and a DXR one.

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GPGPU Ray Tracing vs. DXR Ray Tracing Approaches

  • Fabio Suriano

摘要

We will compare GPU compute-based approaches to ray tracing with respect to the novel NVIDIA RTX technology, which, instead, provides dedicated hardware for ray tracing. We will introduce the new shader stages in DXR (Ray Generation Shader, Hit Shader, Miss Shader) as well as bottom-level acceleration structures (BLAS) and top-level acceleration structures (TLAS). We will provide code snippets that will show in practical terms the differences between a CUDA implementation and a DXR one.