Path Tracing Optimizations in Indiana Jones?: Opacity MicroMaps and Compaction of Dynamic BLASs – NVIDIA Technical Blog News and tutorials for developers, data scientists, and IT admins 2025-07-09T19:00:00Z http://www.open-lab.net/blog/feed/ Louis Bavoil <![CDATA[Path Tracing Optimizations in Indiana Jones?: Opacity MicroMaps and Compaction of Dynamic BLASs]]> http://www.open-lab.net/blog/?p=98909 2025-05-29T19:05:00Z 2025-05-15T15:30:00Z The first post in this series, Path Tracing Optimization in Indiana Jones?: Shader Execution Reordering and Live State Reductions, covered ray-gen shader...]]> The first post in this series, Path Tracing Optimization in Indiana Jones?: Shader Execution Reordering and Live State Reductions, covered ray-gen shader...A still from the game, Indiana Jones and the Great Circle.

The first post in this series, Path Tracing Optimization in Indiana Jones?: Shader Execution Reordering and Live State Reductions, covered ray-gen shader level optimizations that sped up the main path-tracing pass (��TraceMain��) of Indiana Jones and the Great Circle?. This second blog post covers additional GPU optimizations that were made at the level of the ray-tracing acceleration��

Source

]]>
0
���˳���97caoporen����