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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…

7,062 views

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

6,955 views

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…

4,156 views
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.

6,061 views

What kind of primitives are you actually drawing when you use that vertex shader that decrements the counter? Depending on what you're drawing and how you're indexing it's possible that the VS is executing more times than expect, which would cause the counter to underflow.

Either way, this would pro…

7,568 views
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