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The hardware is designed to organize scattered rays (typically produced by global illumination problems) into more coherent sets (lower spatial or angular spread) for further processing by an external processor. [22] Siliconarts [23] developed a dedicated real-time ray tracing hardware (2010).
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 . On a spectrum of computational cost and visual fidelity, ray tracing-based rendering techniques, such as ray casting, recursive ray tracing, distribution ray tracing, photon mapping ...
The GeForce 20 series were the first of the lines of Nvidia's RTX line of hardware. Nvidia RTX (also known as Nvidia GeForce RTX under the GeForce brand) is a professional visual computing platform created by Nvidia, primarily used in workstations for designing complex large-scale models in architecture and product design, scientific visualization, energy exploration, and film and video ...
NVIDIA spent the past two years selling the idea of real-time ray tracing. And I mean, really selling it. There was the slick Star Wars demo that showed where the technology could lead.
The RTX 20 series is based on the Turing microarchitecture and features real-time hardware ray tracing. The cards are manufactured on an optimized 14 nm node from TSMC, named 12 nm FinFET NVIDIA (FFN).
DirectX Raytracing. DirectX Raytracing ( DXR) is a feature introduced in Microsoft 's DirectX 12 that implements ray tracing, for video graphic rendering. DXR was released with the Windows 10 October update (version 1809) on October 10, 2018. It requires an AMD Radeon RX 6000 series, AMD Radeon RX 7000 series or Nvidia GeForce 20, 30, or 40 ...
Ray tracing. Real-time hardware accelerated ray tracing is a new feature for RDNA 2 which is handled by a dedicated ray accelerator inside each CU. Ray tracing on RDNA 2 relies on the more open DirectX Raytracing protocol rather than the Nvidia RTX protocol.
Real-time computer graphics systems differ from traditional (i.e., non-real-time) rendering systems in that non-real-time graphics typically rely on ray tracing. In this process, millions or billions of rays are traced from the camera to the world for detailed rendering—this expensive operation can take hours or days to render a single frame.
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