Ray tracing (graphics): Difference between revisions

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At SIGGRAPH 2009, Nvidia announced [[OptiX]], a free API for real-time ray tracing on Nvidia GPUs. The API exposes seven programmable entry points within the ray tracing pipeline, allowing for custom cameras, ray-primitive intersections, shaders, shadowing, etc. This flexibility enables bidirectional path tracing, Metropolis light transport, and many other rendering algorithms that cannot be implemented with tail recursion.<ref>{{cite web |url=http://www.nvidia.com/object/optix.html |title=Nvidia OptiX|author=Nvidia |publisher=Nvidia |date=October 18, 2009 |accessdate=2009-11-06}}</ref> Nvidia has shipped over 350,000,000 OptiX capable GPUs as of April 2013. OptiX-based renderers are used in [[Adobe Systems|Adobe]] [[AfterEffects]], Bunkspeed Shot, [[Autodesk Maya]], [[3ds max]], and many other renderers.
 
AMD enabled real-time ray-tracing on Vega graphics cards through [[GPUOpen]] [[Radeon Pro#ProRender|Radeon ProRender]]. <ref>[https://gpuopen.com/announcing-real-time-ray-tracing/ GPUOpen Real-time Ray-tracing]</ref> Nvidia has announced real-time ray-tracing on their QuadricepsQuadro RTX workstation graphics cards.
 
[[Imagination Technologies]] offers a free [[API]] called [[OpenRL]] which accelerates [[tail recursion|tail recursive]] ray tracing-based rendering algorithms and, together with their proprietary [[ray tracing hardware]], works with [[Autodesk Maya]] to provide what [[3D World]] calls "real-time raytracing to the everyday artist".<ref>{{cite web|url=http://www.3dworldmag.com/2013/04/16/hardware-review-caustic-series2-r2500-ray-tracing-accelerator-card/|title=3DWorld: Hardware review: Caustic Series2 R2500 ray-tracing accelerator card|accessdate=2013-04-23}}3D World, April 2013</ref>