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Hardware Ray Tracing Tips and Tricks - Unreal Engine

    https://docs.unrealengine.com/en-US/Engine/Rendering/RayTracing/index.html#:~:text=Ray%20tracing%20provides%20several%20ways%20of%20culling%20objects,be%20culled%2C%20not%20at%20all%2C%20or%20both%20simultaneously.
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raytracing - Is back-face culling considered a …

    https://computergraphics.stackexchange.com/questions/1916/is-back-face-culling-considered-a-technique-optimization-of-ray-tracing
    In any modern ray-tracer, the acceleration structure (BVH, k-d tree, etc) holding your geometry is the primary source of culling. The final list of primitives to trace for a given ray may include non-visible triangles, but ideally there should be very few with good acceleration structures.

View Frustum Culling and Animated Ray Tracing: …

    http://www.cse.chalmers.se/~uffe/lic.pdf
    View frustum culling (VFC) is the technique for determining whether or not an object currently is located within the field-of-view and discarding objects outside. Ray tracing is an alternative method to rendering objects one by one for generating images [12,13].

Real-Time Ray Tracing | Unreal Engine Documentation

    https://docs.unrealengine.com/4.27/en-US/RenderingAndGraphics/RayTracing/
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c - Raytracing: Ray/Triangles intersection 3D (back-face …

    https://stackoverflow.com/questions/57172595/raytracing-ray-triangles-intersection-3d-back-face-culling-problem
    It has to do with the intersection code. For what it's worth, the behavior you're describing sounds like what you want when rendering a triangle (it's pretty unusual to render both sides of a triangle). If you want to disable this, I think getting rid of the statement u < 0.0 in the second if statement will do so.

Hardware Ray Tracing Tips and Tricks - Unreal Engine

    https://docs.unrealengine.com/en-US/Engine/Rendering/RayTracing/index.html
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Tips & Tricks: Getting the Best Ray Tracing Performance …

    https://developer.nvidia.com/blog/ray-tracing-in-ue4-23/
    Roughly five months ago, we introduced you to the new ray tracing support (via DirectX Raytracing) in the 4.22 release of Unreal Engine. Recently, Epic Games released version 4.23 which brings a number of upgrades for those working with ray tracing. Even better, many of these new and improved features, such as enhancements to performance, quality, and stability, …

DirectX Raytracing (DXR) Functional Spec | DirectX-Specs

    https://microsoft.github.io/DirectX-Specs/d3d/Raytracing.html
    Engineering specs for DirectX features. Initiating raytracing. First a pipeline state containing raytracing shaders must be set on a command list, via SetPipelineState1().. Then, just as rasterization is invoked by Draw() and compute is invoked via Dispatch(), raytracing is invoked via DispatchRays().DispatchRays() can be called from graphics command lists, compute …

Ray Tracing: Rendering a Triangle (Single vs Double Sided …

    https://www.scratchapixel.com/lessons/3d-basic-rendering/ray-tracing-rendering-a-triangle/single-vs-double-sided-triangle-backface-culling
    With ray tracing, this feature is not as useful. Generally with ray tracing, we want geometry in the scene to cast shadows for example, regardless of the orientation of the object's surface with respect to the ray direction however the backface culling option might still be desired for primary rays. If the polygon's surface normal points more ...

Entity Culling Fabric/Forge - Mods - Minecraft - CurseForge

    https://www.curseforge.com/minecraft/mc-mods/entityculling
    RoboTricker created the original server-side async raytracing occlusion culling implementation for Transport-Pipes. ... Their culling sounds like what Sodium does anyway, so it probably works? But yea, due to the nature of it being Forge 1.16 and for Forge Sodium I won't add extra stuff in case there is an issue with it.

Ghostwire: Tokyo most important graphics options - every video …

    https://www.game-debate.com/news/31668/ghostwire-tokyo-most-important-graphics-options-every-video-setting-benchmarked
    The most demanding graphics option in Ghostwire Tokyo by far is the SSGI setting for Global Illumination at a 27.69% FPS cost, followed by SSS Quality at 7.95% and SSR Quality at 5.64%. Next is ...

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