Keith Morley – NVIDIA Technical Blog News and tutorials for developers, data scientists, and IT admins 2024-12-17T19:24:56Z http://www.open-lab.net/blog/feed/ Keith Morley <![CDATA[Efficient Ray Tracing with NVIDIA OptiX Shader Binding Table Optimization]]> http://www.open-lab.net/blog/?p=93527 2024-12-17T19:24:56Z 2024-12-17T19:24:53Z NVIDIA OptiX is the API for GPU-accelerated ray tracing with CUDA, and is often used to render scenes containing a wide variety of objects and materials. During...]]>

NVIDIA OptiX is the API for GPU-accelerated ray tracing with CUDA, and is often used to render scenes containing a wide variety of objects and materials. During an OptiX launch, when a ray intersects a geometric primitive, a hit shader is executed. The question of which shader is executed for a given intersection is answered by the Shader Binding Table (SBT). The SBT may also be used to map input…

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Keith Morley <![CDATA[How to Get Started with OptiX 7]]> http://www.open-lab.net/blog/?p=15903 2022-10-10T18:53:56Z 2019-11-21T06:04:26Z The evolution of a production-tested high performance ray tracing API [caption id="attachment_15904" align="aligncenter" width="934"] Image courtesy of ?...]]>

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Keith Morley <![CDATA[NVIDIA OptiX Ray Tracing Powered by RTX]]> http://www.open-lab.net/blog/?p=10051 2023-02-13T17:35:56Z 2018-04-02T07:05:29Z Ray Tracing vs Rasterization Conventional 3D rendering has typically used a process called rasterization since the 1990s. Rasterization uses objects created...]]>

Conventional 3D rendering has typically used a process called rasterization since the 1990s. Rasterization uses objects created from a mesh of triangles or polygons to represent a 3D model of an object. The rendering pipeline then converts each triangle of the 3D models into pixels on a 2D image plane. These pixels may then be further processed or “shaded” before final display on the screen.

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