Managing Memory for Acceleration Structures in DirectX Raytracing – NVIDIA Technical Blog News and tutorials for developers, data scientists, and IT admins 2025-03-21T20:30:26Z http://www.open-lab.net/blog/feed/ Oli Wright <![CDATA[Managing Memory for Acceleration Structures in DirectX Raytracing]]> http://www.open-lab.net/blog/?p=22913 2022-08-21T23:40:52Z 2021-01-29T19:29:50Z In Microsoft Direct3D, anything that uses memory is considered a resource: textures, vertex buffers, index buffers, render targets, constant buffers, structured...]]> In Microsoft Direct3D, anything that uses memory is considered a resource: textures, vertex buffers, index buffers, render targets, constant buffers, structured...

In Microsoft Direct3D, anything that uses memory is considered a resource: textures, vertex buffers, index buffers, render targets, constant buffers, structured buffers, and so on. It��s natural to think that each individual object, such as a texture, is always one resource. In this post, I discuss DXR��s Bottom Level Acceleration Structures (BLASes) and best practices with regard to managing them.

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