I'm excited to share the new Embree4 + SYCL backend I added to ChameleonRT to support the Intel Arc-series GPUs: https://github.com/Twinklebear/ChameleonRT#embree4--sycl , https://github.com/Twinklebear/ChameleonRT/tree/master/backends/embree_sycl! This (and the Vulkan & DXR backends) now run on the publicly available drivers for Arc on Windows, so try it out!

#raytracing #pathtracing #computergraphics #embree #dxr #vulkan

GitHub - Twinklebear/ChameleonRT: An example path tracer that runs on multiple ray tracing backends (Embree/DXR/OptiX/Vulkan/Metal/OSPRay)

An example path tracer that runs on multiple ray tracing backends (Embree/DXR/OptiX/Vulkan/Metal/OSPRay) - GitHub - Twinklebear/ChameleonRT: An example path tracer that runs on multiple ray tracing...

GitHub

Our fantastic #Radeon #Developer Tool Suite helps you to analyze and #optimize #DirectX12 and #Vulkan games on PC 🛠️

At #GDC23 we're showcasing the #tools and sharing what's new, including our work with #LunarG for #DXR support in GFXReconstruct 👇

https://schedule.gdconf.com/session/optimizing-game-performance-with-the-radeon-developer-tool-suite-presented-by-amd/894152

Game Developers Conference (GDC)

GDC is the game industry's premier professional event, championing game developers and the advancement of their craft. March 20-24, 2023.

Game Developers Conference

After close collaboration with #LunarG, we are thrilled to announce the addition of #D3D12 and #DXR support to GFXReconstruct!

✨GFXReconstruct is LunarG's #opensource tool that captures and replays GPU workloads 🌝

Find out more in our latest blog: https://gpuopen.com/learn/amd-lunarg-gfxreconstruct-dx12-dxr/?utm_source=mastodon&utm_medium=social&utm_campaign=gfxreconstruct

Announcing GFXReconstruct (v0.9.17) with DirectX®12 and DirectX® Raytracing support

AMD and LunarG are pleased to announce DirectX®12 (D3D12) and DirectX® Raytracing (DXR) support for the GFXReconstruct capture/replay tool.

GPUOpen

In 2019 I wrote a post & interactive tool on the #RTX shader binding table to explain it across #DXR / #Vulkan / #OptiX . It's still relevant today so I'm reposting it here: https://www.willusher.io/graphics/2019/11/20/the-sbt-three-ways . I extended this to a chapter in RT Gems 2 (Ch. 15) that talks about the SBT and some example configurations: http://www.realtimerendering.com/raytracinggems/rtg2/

With the tool you can setup an SBT, scene and call trace ray to see what shaders are called!

#raytracing #computergraphics

The RTX Shader Binding Table Three Ways