Dirk Gerrit van Antwerpen – NVIDIA Technical Blog News and tutorials for developers, data scientists, and IT admins 2023-10-25T23:52:33Z http://www.open-lab.net/blog/feed/ Dirk Gerrit van Antwerpen <![CDATA[Solving Self-Intersection Artifacts in DirectX Raytracing]]> http://www.open-lab.net/blog/?p=68307 2023-10-25T23:52:33Z 2023-08-31T17:46:30Z Ray and path tracing algorithms construct light paths by starting at the camera or the light sources and intersecting rays with the scene geometry. As objects...]]>

Ray and path tracing algorithms construct light paths by starting at the camera or the light sources and intersecting rays with the scene geometry. As objects are hit, new secondary rays are generated on these surfaces to continue the paths. In theory, these secondary rays will not yield an intersection with the same triangle again, as intersections at a distance of zero are excluded by the…

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