A Diligent Approach to Ray Tracing by Egor Yusov on 01/06/21 10:22:00 am The following blog post, unless otherwise noted, was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.
Introduction
Hardware-accelerated ray tracing was one of the most innovative additions to the next-generation APIs (Direct3D12 and Vulkan) of the recent years. It unlocks a wide range of algorithms that are impossible or very tricky to implement in a traditional rasterization pipeline. However, ray tracing API in both Direct3D12 and Vulkan is quite involved and is not always easy to follow.