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Ray Tracing
Marcos Orallo edited this page Nov 6, 2022
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This is just a dump of stuff related to ray tracing in the context of X-Wing Alliance, which means:
- No Hardware GPU ray tracing support (DX12 or vulkan)
- Integrated into the Direct3D 11 renderer implemented in the
ddraw.dllfrom JeremyaFr and blue_max.
Allows for high performance multithreaded Ray Tracing operations in CPU, using latest instruction sets from modern CPUs (SSE, AVX) It requires to compile Embree for 32bits, since the binary releases are only for 64bit.
https://github.com/GPUOpen-LibrariesAndSDKs/RadeonRays_SDK
- https://interplayoflight.wordpress.com/2020/07/21/using-embree-generated-bvh-trees-for-gpu-raytracing/
- https://interplayoflight.wordpress.com/2018/09/04/hybrid-raytraced-shadows-part-2-performance-improvements/
- http://three-eyed-games.com/2018/05/03/gpu-ray-tracing-in-unity-part-1/
- https://www.researchgate.net/publication/331748889_Interactive_Ray_Tracing_Using_the_Compute_Shader_in_DirectX_11
- http://www.diva-portal.org/smash/get/diva2:829795/FULLTEXT01.pdf
- https://www.gamedev.net/forums/topic/706549-compute-shader-ray-tracing/5424543/