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Ray Tracing | NVIDIA Developer

    https://developer.nvidia.com/discover/ray-tracing
    Ray tracing is a rendering technique that can realistically simulate the lighting of a scene and its objects by rendering physically accurate reflections, refractions, shadows, and indirect lighting. Ray tracing generates computer graphics images by tracing the path of light from the view camera (which determines your view into the scene), through the 2D viewing plane (pixel

Ray tracing (graphics) - Wikipedia

    https://en.wikipedia.org/wiki/Ray_tracing_(graphics)
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NVIDIA OptiX™ Ray Tracing Engine | NVIDIA Developer

    https://developer.nvidia.com/rtx/ray-tracing/optix
    NVIDIA OptiX™ Ray Tracing Engine An application framework for achieving optimal ray tracing performance on the GPU. It provides a simple, recursive, and flexible pipeline for accelerating ray tracing algorithms. Bring the power of NVIDIA GPUs to your ray tracing applications with programmable intersection, ray generation, and shading.

Tracing — Ray 1.12.0

    https://docs.ray.io/en/latest/ray-observability/ray-tracing.html
    For open-source users who want to experiment with tracing, Ray has a default tracing startup hook that exports spans to the folder /tmp/spans. To run using this default hook, you can run the following code sample to set up tracing and trace a simple Ray task. ray start. $ ray start --head --tracing-startup-hook = ray.util.tracing.setup_local ...

Application of a New Ray Tracing Framework to the …

    https://www.sciencedirect.com/science/article/pii/S1876610213013398
    While ray tracing of solar cells was established decades ago, ray tracing of entire modules has met obstacles, mainly because module optics are affected by geometric structures varying over a large scale of dimensions. In this paper, we introduce a ray tracing framework that is based on a modular structure made up of separate plugins. While ...

RayFlare :: Ray-tracing

    https://rayflare.readthedocs.io/en/latest/Ray_tracing/ray_tracing.html
    Ray-tracing¶. There are two distinct uses of the ray-tracing code: to create redistribution matrices for the matrix framework (this can be in combination with TMM lookup tables to calculate realistic reflection, transmission and absorption probabilities), and to define and calculate structures which are treated in their entirety by ray-tracing (so the matrix framework is not used).

Raytracing — NVIDIA GameWorks documentation

    https://gameworksdocs.nvidia.com/raytracing.html
    OptiX is a scalable framework for building ray tracing based applications. The OptiX engine is composed of two symbiotic parts: A host-based API that defines ray-tracing based data structures; A CUDA C-based programming system that can produce new rays, intersect rays with surfaces, and respond to those intersections.

Ray - Scaling Python made simple, for any workload

    https://www.ray.io/
    Scaling Python made simple, for any workload. Ray is an open source project that makes it simple to scale any compute-intensive Python workload — from deep learning to production model serving. With a rich set of libraries and integrations built on a flexible distributed execution framework, Ray makes distributed computing easy and accessible ...

Announcing Microsoft DirectX Raytracing! - DirectX ...

    https://devblogs.microsoft.com/directx/announcing-microsoft-directx-raytracing/
    At the highest level, DirectX Raytracing (DXR) introduces four, new concepts to the DirectX 12 API: The acceleration structure is an object that represents a full 3D environment in a format optimal for traversal by the GPU. Represented as a two-level hierarchy, the structure affords both optimized ray traversal by the GPU, as well as efficient ...

Top 14 ray-tracing Open-Source Projects (Mar 2022)

    https://www.libhunt.com/topic/ray-tracing
    The Forge Cross-Platform Rendering Framework PC Windows, Linux, Ray Tracing, macOS / iOS, Android, XBOX, PS4, PS5, Switch, Quest 2 ... Last year I was working on an implementation of the Ray Tracing in one Weekend book series. I noticed there was a fair amount of sub-optimal code in it, so I took the opportunity to rewrite parts of it to be ...

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