Search results
Results from the WOW.Com Content Network
With the introduction of DXR in October, four new features were added to DirectX 12: [1] Acceleration structure is a representation of the 3D environment that is efficiently formatted for the GPU. This environment is the plane that is used to create the starting points. The structure allows for modifications to be made and has optimized ray ...
This recursive ray tracing of reflective colored spheres on a white surface demonstrates the effects of shallow depth of field, "area" light sources, and diffuse interreflection. (c. 2008) In 3D computer graphics, ray tracing is a technique for modeling light transport for use in a wide variety of rendering algorithms for generating digital images.
Ray tracing is a technique that can generate near photo-realistic computer images. A wide range of free software and commercial software is available for producing these images. This article lists notable ray-tracing software.
HLSL programs come in six forms: pixel shaders (fragment in GLSL), vertex shaders, geometry shaders, compute shaders, tessellation shaders (Hull and Domain shaders), and ray tracing shaders (Ray Generation Shaders, Intersection Shaders, Any Hit/Closest Hit/Miss Shaders). A vertex shader is executed for each vertex that is submitted by the ...
DirectX Video Acceleration (DXVA) is a Microsoft API specification for the Microsoft Windows and Xbox 360 platforms that allows video decoding to be hardware-accelerated.The pipeline allows certain CPU-intensive operations such as iDCT, motion compensation and deinterlacing to be offloaded to the GPU.
Direct3D is a graphics application programming interface (API) for Microsoft Windows.Part of DirectX, Direct3D is used to render three-dimensional graphics in applications where performance is important, such as games.
In all cases, soft shadows for static geometry are possible if simple occlusion tests (such as basic ray-tracing) are used to determine which lumels are visible to the light. However, the actual softness of the shadows is determined by how the engine interpolates the lumel data across a surface, and can result in a pixelated look if the lumels ...
The ray tracing algorithm is inherently suitable for scaling by parallelization of individual ray renders. [3] However, anything other than ray casting requires recursion of the ray tracing algorithm (and random access to the scene graph ) to complete their analysis, [ 4 ] since reflected, refracted, and scattered rays require that various ...