# Ray Tracing

Published articles for Ray Tracing.

This is one page of public article previews, not the complete archive. Follow Next page to continue. Summaries are not the original full articles.

## Temporally stable generative illumination with a one-step diffusion model

DevFeed: [Temporally stable generative illumination with a one-step diffusion model](<https://devfeed.tech/articles/temporally-stable-generative-illumination-with-a-one-step-diffusion-model-15050.md>)

Original publisher: [Read original article](<https://gpuopen.com/learn/temporally-stable-generative-illumination/>)

Author: SungYe Kim; Harish Anand; Alexandr Kuznetsov; Wojciech Uss; Wojciech Kaliński; Rama Harihara

Published: 2026-09-09T13:00:00Z

Content type: article

Language: en

Sources: [AMD GPUOpen](<https://devfeed.tech/sources/amd-gpuopen.md>)

Topics: [real-time rendering](<https://devfeed.tech/topics/real-time-rendering.md>), [VAE](<https://devfeed.tech/topics/vae.md>)

Tags: [arr-group](<https://devfeed.tech/tags/arr-group.md>), [article-release](<https://devfeed.tech/tags/article-release.md>), [diffusion](<https://devfeed.tech/tags/diffusion.md>), [generation](<https://devfeed.tech/tags/generation.md>), [gi](<https://devfeed.tech/tags/gi.md>), [inference](<https://devfeed.tech/tags/inference.md>), [lighting](<https://devfeed.tech/tags/lighting.md>), [ml](<https://devfeed.tech/tags/ml.md>), [model](<https://devfeed.tech/tags/model.md>), [optimization](<https://devfeed.tech/tags/optimization.md>), [quality](<https://devfeed.tech/tags/quality.md>), [ray-tracing](<https://devfeed.tech/tags/ray-tracing.md>), [raytracing](<https://devfeed.tech/tags/raytracing.md>), [real-time](<https://devfeed.tech/tags/real-time.md>), [real-time-rendering](<https://devfeed.tech/tags/real-time-rendering.md>), [research](<https://devfeed.tech/tags/research.md>), [white-paper](<https://devfeed.tech/tags/white-paper.md>)

### AI overview

The article presents a single-step latent diffusion method for real-time global illumination. It conditions image generation on scene signals and lighting hints, and uses a Temporal VAE decoder with motion-vector reprojection to improve temporal stability and reduce flicker.

### Source excerpt

A generative method for real-time global illumination using a single-step latent diffusion model, delivering stable, high-quality lighting without costly iterative processing.

## From Rays to Meshes: Building Vercel's Prism with vgpu

DevFeed: [From Rays to Meshes: Building Vercel's Prism with vgpu](<https://devfeed.tech/articles/from-rays-to-meshes-building-vercel-s-prism-with-vgpu-4334.md>)

Original publisher: [Read original article](<https://tympanus.net/codrops/2026/09/03/from-rays-to-meshes-building-vercels-prism-with-vgpu/>)

Author: Matias Gonzalez Fernandez

Published: 2026-09-03T16:01:06Z

Content type: tutorial

Language: en

Sources: [Codrops](<https://devfeed.tech/sources/codrops.md>)

Topics: [GPU](<https://devfeed.tech/topics/gpu.md>)

Tags: [3d](<https://devfeed.tech/tags/3d.md>), [3d-graphics](<https://devfeed.tech/tags/3d-graphics.md>), [adaptive-rendering](<https://devfeed.tech/tags/adaptive-rendering.md>), [articles](<https://devfeed.tech/tags/articles.md>), [creative-coding](<https://devfeed.tech/tags/creative-coding.md>), [glass](<https://devfeed.tech/tags/glass.md>), [glass-shader](<https://devfeed.tech/tags/glass-shader.md>), [glsl](<https://devfeed.tech/tags/glsl.md>), [glsl-shaders](<https://devfeed.tech/tags/glsl-shaders.md>), [gpu](<https://devfeed.tech/tags/gpu.md>), [gpu-optimization](<https://devfeed.tech/tags/gpu-optimization.md>), [gpu-rendering](<https://devfeed.tech/tags/gpu-rendering.md>), [interactive-web-graphics](<https://devfeed.tech/tags/interactive-web-graphics.md>), [javascript-graphics](<https://devfeed.tech/tags/javascript-graphics.md>), [light-refraction](<https://devfeed.tech/tags/light-refraction.md>), [mesh](<https://devfeed.tech/tags/mesh.md>), [prism-shader](<https://devfeed.tech/tags/prism-shader.md>), [ray-tracing](<https://devfeed.tech/tags/ray-tracing.md>), [real-time-rendering](<https://devfeed.tech/tags/real-time-rendering.md>), [real-time-shaders](<https://devfeed.tech/tags/real-time-shaders.md>), [shader-performance](<https://devfeed.tech/tags/shader-performance.md>), [shader-programming](<https://devfeed.tech/tags/shader-programming.md>), [shaders](<https://devfeed.tech/tags/shaders.md>), [vercel](<https://devfeed.tech/tags/vercel.md>), [vercel-prism](<https://devfeed.tech/tags/vercel-prism.md>), [vercel-vgpu](<https://devfeed.tech/tags/vercel-vgpu.md>), [vgpu](<https://devfeed.tech/tags/vgpu.md>), [web-graphics](<https://devfeed.tech/tags/web-graphics.md>), [web-shaders](<https://devfeed.tech/tags/web-shaders.md>), [webgl](<https://devfeed.tech/tags/webgl.md>), [webgl-shaders](<https://devfeed.tech/tags/webgl-shaders.md>)

### AI overview

A tutorial on creating Vercel's prism visual with vgpu shaders. It replaces costly ray-based light simulation with refracted paths connected into a 3D mesh, then adds an environment-mapped glass shader, bloom, and particles.

### Source excerpt

A look at how Vercel's vgpu creates a performant prism effect using shaders, geometry, glass, and adaptive rendering.

## Leading Publishers Bring Blockbuster PC Games and Technology to NVIDIA RTX Spark

DevFeed: [Leading Publishers Bring Blockbuster PC Games and Technology to NVIDIA RTX Spark](<https://devfeed.tech/articles/leading-publishers-bring-blockbuster-pc-games-and-technology-to-nvidia-rtx-spark-6948.md>)

Original publisher: [Read original article](<https://blogs.nvidia.com/blog/gamescom-rtx-spark-pc-games-technology/>)

Author: Alexander Mejia

Published: 2026-08-25T15:30:48Z

Content type: news

Language: en

Sources: [NVIDIA Blog](<https://devfeed.tech/sources/nvidia-blog.md>)

Topics: [Nvidia](<https://devfeed.tech/topics/nvidia.md>), [Artificial Intelligence](<https://devfeed.tech/topics/ai.md>)

Tags: [conference](<https://devfeed.tech/tags/conference.md>), [developers](<https://devfeed.tech/tags/developers.md>), [game-development](<https://devfeed.tech/tags/game-development.md>), [gamescom](<https://devfeed.tech/tags/gamescom.md>), [gaming](<https://devfeed.tech/tags/gaming.md>), [geforce](<https://devfeed.tech/tags/geforce.md>), [geforce-now](<https://devfeed.tech/tags/geforce-now.md>), [generation](<https://devfeed.tech/tags/generation.md>), [launch](<https://devfeed.tech/tags/launch.md>), [model](<https://devfeed.tech/tags/model.md>), [nvidia](<https://devfeed.tech/tags/nvidia.md>), [nvidia-rtx](<https://devfeed.tech/tags/nvidia-rtx.md>), [pc](<https://devfeed.tech/tags/pc.md>), [performance](<https://devfeed.tech/tags/performance.md>), [platform](<https://devfeed.tech/tags/platform.md>), [ray-tracing](<https://devfeed.tech/tags/ray-tracing.md>), [rtx-spark](<https://devfeed.tech/tags/rtx-spark.md>), [technology](<https://devfeed.tech/tags/technology.md>)

### AI overview

NVIDIA is bringing RTX Spark gaming PCs to Gamescom with support from major publishers including Electronic Arts, Embark and Ubisoft. The platform combines NVIDIA RTX technologies, Windows gaming, anti-cheat support and AI-enabled capabilities, with a launch planned for this fall.

### Source excerpt

NVIDIA is bringing the next wave of RTX gaming to the Gamescom conference running this week in Cologne, Germany, with support for new games, anti-cheat technologies and increased visual quality. Electronic Arts, Embark and Ubisoft are among the latest game publishers and developers bringing their blockbuster titles to NVIDIA RTX Spark ahead of its launch [...]

## Debugging Ray Tracing Applications Using NVIDIA OptiX Toolkit

DevFeed: [Debugging Ray Tracing Applications Using NVIDIA OptiX Toolkit](<https://devfeed.tech/articles/debugging-ray-tracing-applications-using-nvidia-optix-toolkit-6792.md>)

Original publisher: [Read original article](<https://developer.nvidia.com/blog/debugging-ray-tracing-applications-using-nvidia-optix-toolkit/>)

Author: Tanya Lenz

Published: 2026-07-23T16:07:03Z

Content type: tutorial

Language: en

Sources: [NVIDIA Developer](<https://devfeed.tech/sources/nvidia-developer.md>), [NVIDIA Technical Blog](<https://devfeed.tech/sources/nvidia-technical-blog.md>)

Topics: [debugging](<https://devfeed.tech/topics/debugging.md>), [SDKs](<https://devfeed.tech/topics/sdks.md>)

Tags: [api](<https://devfeed.tech/tags/api.md>), [cuda](<https://devfeed.tech/tags/cuda.md>), [debugging](<https://devfeed.tech/tags/debugging.md>), [developer-tools-techniques](<https://devfeed.tech/tags/developer-tools-techniques.md>), [errors](<https://devfeed.tech/tags/errors.md>), [featured](<https://devfeed.tech/tags/featured.md>), [gaming](<https://devfeed.tech/tags/gaming.md>), [github](<https://devfeed.tech/tags/github.md>), [gpu](<https://devfeed.tech/tags/gpu.md>), [nvidia](<https://devfeed.tech/tags/nvidia.md>), [ray-tracing](<https://devfeed.tech/tags/ray-tracing.md>), [ray-tracing-path-tracing](<https://devfeed.tech/tags/ray-tracing-path-tracing.md>), [testing](<https://devfeed.tech/tags/testing.md>), [validation](<https://devfeed.tech/tags/validation.md>)

### AI overview

The article explains how NVIDIA OptiX Toolkit debugging facilities help diagnose GPU ray-tracing application failures, including API error checking and device-side debug printing.

### Source excerpt

NVIDIA OptiX ray tracing engine is an application framework for achieving optimal ray tracing performance on the GPU. Applications using OptiX can fail in ways...

## Ray tracing massive amounts of animated geometry using tetrahedral cages

DevFeed: [Ray tracing massive amounts of animated geometry using tetrahedral cages](<https://devfeed.tech/articles/ray-tracing-massive-amounts-of-animated-geometry-using-tetrahedral-cages-15048.md>)

Original publisher: [Read original article](<https://gpuopen.com/learn/ray-tracing-massive-amounts-animated-geometry/>)

Author: Holger Gruen

Published: 2026-07-22T01:00:00Z

Content type: article

Language: en

Sources: [AMD GPUOpen](<https://devfeed.tech/sources/amd-gpuopen.md>)

Topics: [Ray Tracing](<https://devfeed.tech/topics/ray-tracing.md>), [GPU](<https://devfeed.tech/topics/gpu.md>), [real-time](<https://devfeed.tech/topics/real-time.md>)

Tags: [agility-sdk](<https://devfeed.tech/tags/agility-sdk.md>), [animation](<https://devfeed.tech/tags/animation.md>), [architecture](<https://devfeed.tech/tags/architecture.md>), [article-release](<https://devfeed.tech/tags/article-release.md>), [directx](<https://devfeed.tech/tags/directx.md>), [game-development](<https://devfeed.tech/tags/game-development.md>), [gpu](<https://devfeed.tech/tags/gpu.md>), [graphics](<https://devfeed.tech/tags/graphics.md>), [graphics-apis](<https://devfeed.tech/tags/graphics-apis.md>), [memory](<https://devfeed.tech/tags/memory.md>), [microsoft-agility-sdk](<https://devfeed.tech/tags/microsoft-agility-sdk.md>), [microsoft-directx](<https://devfeed.tech/tags/microsoft-directx.md>), [optimization](<https://devfeed.tech/tags/optimization.md>), [performance](<https://devfeed.tech/tags/performance.md>), [ray-tracing](<https://devfeed.tech/tags/ray-tracing.md>), [raytracing](<https://devfeed.tech/tags/raytracing.md>), [real-time](<https://devfeed.tech/tags/real-time.md>), [research](<https://devfeed.tech/tags/research.md>), [reuse](<https://devfeed.tech/tags/reuse.md>), [technical-article](<https://devfeed.tech/tags/technical-article.md>), [technical-articles](<https://devfeed.tech/tags/technical-articles.md>), [white-paper](<https://devfeed.tech/tags/white-paper.md>)

### AI overview

The article explains a ray-tracing method for massive animated scenes that uses low-resolution tetrahedral cages to deform geometry while reusing static mini-meshes and mini-BLASes. This reduces per-frame update and memory costs, with the paper demonstrating roughly 585 million animated triangles at 60 frames per second on an AMD Radeon RX 9070 XT at 1080p.

### Source excerpt

Animate compact tetrahedral cages and reuse static mini-BLASes to ray-trace hundreds of millions of triangles in real time, dramatically cutting per-frame update and memory costs for dense foliage, grass, and crowds.

## Q&A: How Capcom Brought Path Tracing to RE ENGINE Across PRAGMATA and Resident Evil Requiem

DevFeed: [Q&A: How Capcom Brought Path Tracing to RE ENGINE Across PRAGMATA and Resident Evil Requiem](<https://devfeed.tech/articles/q-a-how-capcom-brought-path-tracing-to-re-engine-across-pragmata-and-resident-evil-requiem-6923.md>)

Original publisher: [Read original article](<https://developer.nvidia.com/blog/qa-how-capcom-brought-path-tracing-to-re-engine-across-pragmata-and-resident-evil-requiem/>)

Author: Michelle Horton

Published: 2026-07-16T22:59:09Z

Content type: article

Language: en

Sources: [NVIDIA Developer](<https://devfeed.tech/sources/nvidia-developer.md>), [NVIDIA Technical Blog](<https://devfeed.tech/sources/nvidia-technical-blog.md>)

Topics: [Game Development](<https://devfeed.tech/topics/game-development.md>), [Game engine](<https://devfeed.tech/topics/game-engine.md>), [real-time](<https://devfeed.tech/topics/real-time.md>), [Nvidia](<https://devfeed.tech/topics/nvidia.md>)

Tags: [content-creation-rendering](<https://devfeed.tech/tags/content-creation-rendering.md>), [development](<https://devfeed.tech/tags/development.md>), [featured](<https://devfeed.tech/tags/featured.md>), [game-development](<https://devfeed.tech/tags/game-development.md>), [gaming](<https://devfeed.tech/tags/gaming.md>), [hardware](<https://devfeed.tech/tags/hardware.md>), [nvidia](<https://devfeed.tech/tags/nvidia.md>), [nvidia-rtx](<https://devfeed.tech/tags/nvidia-rtx.md>), [pc](<https://devfeed.tech/tags/pc.md>), [ray-tracing](<https://devfeed.tech/tags/ray-tracing.md>), [ray-tracing-path-tracing](<https://devfeed.tech/tags/ray-tracing-path-tracing.md>), [real-time](<https://devfeed.tech/tags/real-time.md>), [technology](<https://devfeed.tech/tags/technology.md>), [unreal-engine](<https://devfeed.tech/tags/unreal-engine.md>)

### AI overview

Capcom's RE ENGINE team developed and integrated a real-time path tracer for PRAGMATA and Resident Evil Requiem. Built on the NVIDIA RTX Kit and optimized for DLSS, the renderer replaces shadow-map direct lighting, improves continuity between gameplay and cutscenes, and enables more cohesive indirect lighting, reflections, and strand-hair light transmission.

### Source excerpt

Capcom's RE ENGINE team set out to bring path tracing into two shipping titles at once, Resident Evil Requiem and PRAGMATA, each with a different visual...

## Vulkan Ray Tracing: Deprecating Host-Side Acceleration Structure Builds

DevFeed: [Vulkan Ray Tracing: Deprecating Host-Side Acceleration Structure Builds](<https://devfeed.tech/articles/vulkan-ray-tracing-deprecating-host-side-acceleration-structure-builds-15122.md>)

Original publisher: [Read original article](<https://www.khronos.org/blog/vulkan-ray-tracing-deprecating-host-side-acceleration-structure-builds>)

Author: jphilips (jeff@khronosgroup.org)

Published: 2026-07-08T13:00:00Z

Content type: article

Language: en

Sources: [Blogs Khronos Blog](<https://devfeed.tech/sources/blogs-khronos-blog.md>)

Topics: [Ray Tracing](<https://devfeed.tech/topics/ray-tracing.md>), [GPU](<https://devfeed.tech/topics/gpu.md>), [Hardware](<https://devfeed.tech/topics/hardware.md>)

Tags: [api](<https://devfeed.tech/tags/api.md>), [architecture](<https://devfeed.tech/tags/architecture.md>), [blog](<https://devfeed.tech/tags/blog.md>), [complexity](<https://devfeed.tech/tags/complexity.md>), [deprecated](<https://devfeed.tech/tags/deprecated.md>), [gpu](<https://devfeed.tech/tags/gpu.md>), [hardware](<https://devfeed.tech/tags/hardware.md>), [migration](<https://devfeed.tech/tags/migration.md>), [ray-tracing](<https://devfeed.tech/tags/ray-tracing.md>), [vulkan](<https://devfeed.tech/tags/vulkan.md>)

### AI overview

Vulkan is deprecating host-side ray tracing acceleration structure build commands in favor of a device-address-based path. Existing applications remain functional, while developers using host-side commands should plan migration to device-side equivalents.

### Source excerpt

Vulkan is deprecating host-side ray tracing acceleration structure build commands in favor of a single, device-address-based path. This aligns Vulkan Ray Tracing with the direction of DirectX Raytracing, modern engine architecture, and hardware trends. In the six years since Vulkan Ray Tracing launched, the host-side path has seen limited adoption. Developers generally found it more cumbersome than helpful, while implementers had to maintain parallel host/GPU command models that increased complexity and created friction for future ray tracing API evolution.

## AMD FSR Upscaling 4.1 RDNA 3 Support Now Available in FSR SDK 2.3 Update

DevFeed: [AMD FSR Upscaling 4.1 RDNA 3 Support Now Available in FSR SDK 2.3 Update](<https://devfeed.tech/articles/amd-fsr-upscaling-4-1-rdna-3-support-now-available-in-fsr-sdk-2-3-update-15040.md>)

Original publisher: [Read original article](<https://gpuopen.com/learn/amd-fsr-sdk-2-3-blog/>)

Author: Jason Lacroix; Alexander Blake-Davies

Published: 2026-06-24T19:07:00Z

Content type: release

Language: en

Sources: [AMD GPUOpen](<https://devfeed.tech/sources/amd-gpuopen.md>)

Topics: [SDK](<https://devfeed.tech/topics/sdk.md>), [Machine learning](<https://devfeed.tech/topics/machine-learning.md>)

Tags: [amd](<https://devfeed.tech/tags/amd.md>), [amd-fsr-3](<https://devfeed.tech/tags/amd-fsr-3.md>), [amd-fsr-frame-generation](<https://devfeed.tech/tags/amd-fsr-frame-generation.md>), [amd-fsr-framegeneration](<https://devfeed.tech/tags/amd-fsr-framegeneration.md>), [amd-fsr-ray-regeneration](<https://devfeed.tech/tags/amd-fsr-ray-regeneration.md>), [amd-fsr-rayregeneration](<https://devfeed.tech/tags/amd-fsr-rayregeneration.md>), [amd-fsr-sdk](<https://devfeed.tech/tags/amd-fsr-sdk.md>), [amd-fsr-upscaling](<https://devfeed.tech/tags/amd-fsr-upscaling.md>), [announcement](<https://devfeed.tech/tags/announcement.md>), [denoising](<https://devfeed.tech/tags/denoising.md>), [ecosystem](<https://devfeed.tech/tags/ecosystem.md>), [fsr-sdk](<https://devfeed.tech/tags/fsr-sdk.md>), [game-development](<https://devfeed.tech/tags/game-development.md>), [gaming](<https://devfeed.tech/tags/gaming.md>), [gpu-open-effects](<https://devfeed.tech/tags/gpu-open-effects.md>), [gpuopen-effects](<https://devfeed.tech/tags/gpuopen-effects.md>), [graphics](<https://devfeed.tech/tags/graphics.md>), [improvements](<https://devfeed.tech/tags/improvements.md>), [ml](<https://devfeed.tech/tags/ml.md>), [news](<https://devfeed.tech/tags/news.md>), [performance](<https://devfeed.tech/tags/performance.md>), [product-blogs](<https://devfeed.tech/tags/product-blogs.md>), [product-release](<https://devfeed.tech/tags/product-release.md>), [quality](<https://devfeed.tech/tags/quality.md>), [ray-tracing](<https://devfeed.tech/tags/ray-tracing.md>), [raytracing](<https://devfeed.tech/tags/raytracing.md>), [rdna](<https://devfeed.tech/tags/rdna.md>), [real-time](<https://devfeed.tech/tags/real-time.md>), [redstone](<https://devfeed.tech/tags/redstone.md>), [sdk](<https://devfeed.tech/tags/sdk.md>), [super-resolution](<https://devfeed.tech/tags/super-resolution.md>), [update](<https://devfeed.tech/tags/update.md>)

### AI overview

AMD FSR SDK 2.3 expands ML-based FSR Upscaling 4.1.1 support to Radeon RX 7000 Series GPUs using RDNA 3 architecture. The update also includes Frame Generation stability improvements and feature improvements to Ray Regeneration.

### Source excerpt

AMD FSR "Redstone" SDK 2.3 brings ML-powered FSR Upscaling 4.1.1 to AMD Radeon RX 7000 Series GPUs, along with Frame Generation 4.0.1 and Ray Regeneration 1.2 improvements for RDNA 4 GPUs.

## New AMD Radeon Developer Tool Suite update brings shader source code, Extended PIX Markers, and command-line capture

DevFeed: [New AMD Radeon Developer Tool Suite update brings shader source code, Extended PIX Markers, and command-line capture](<https://devfeed.tech/articles/new-amd-radeon-developer-tool-suite-update-brings-shader-source-code-extended-pix-markers-and-command-line-capture-15046.md>)

Original publisher: [Read original article](<https://gpuopen.com/learn/radeon-developer-tool-suite-shader-source-code/>)

Author: Chris Hesik

Published: 2026-06-11T16:26:00Z

Content type: release

Language: en

Sources: [AMD GPUOpen](<https://devfeed.tech/sources/amd-gpuopen.md>)

Topics: [GPU](<https://devfeed.tech/topics/gpu.md>), [shaders](<https://devfeed.tech/topics/shaders.md>), [Ray Tracing](<https://devfeed.tech/topics/ray-tracing.md>), [Command-line interface](<https://devfeed.tech/topics/cli.md>), [Software](<https://devfeed.tech/topics/software.md>), [Hardware](<https://devfeed.tech/topics/hardware.md>)

Tags: [agility-sdk](<https://devfeed.tech/tags/agility-sdk.md>), [amd](<https://devfeed.tech/tags/amd.md>), [announcement](<https://devfeed.tech/tags/announcement.md>), [command-line](<https://devfeed.tech/tags/command-line.md>), [developer](<https://devfeed.tech/tags/developer.md>), [directx](<https://devfeed.tech/tags/directx.md>), [driver](<https://devfeed.tech/tags/driver.md>), [gpu](<https://devfeed.tech/tags/gpu.md>), [gpu-open-tools](<https://devfeed.tech/tags/gpu-open-tools.md>), [gpuopen-other-amd](<https://devfeed.tech/tags/gpuopen-other-amd.md>), [gpuopen-tools](<https://devfeed.tech/tags/gpuopen-tools.md>), [graphics-apis](<https://devfeed.tech/tags/graphics-apis.md>), [hardware](<https://devfeed.tech/tags/hardware.md>), [memory](<https://devfeed.tech/tags/memory.md>), [microsoft](<https://devfeed.tech/tags/microsoft.md>), [microsoft-agility-sdk](<https://devfeed.tech/tags/microsoft-agility-sdk.md>), [microsoft-directx](<https://devfeed.tech/tags/microsoft-directx.md>), [news](<https://devfeed.tech/tags/news.md>), [optimization](<https://devfeed.tech/tags/optimization.md>), [other-amd](<https://devfeed.tech/tags/other-amd.md>), [performance](<https://devfeed.tech/tags/performance.md>), [product-blogs](<https://devfeed.tech/tags/product-blogs.md>), [product-release](<https://devfeed.tech/tags/product-release.md>), [profiling](<https://devfeed.tech/tags/profiling.md>), [radeon-developer-panel](<https://devfeed.tech/tags/radeon-developer-panel.md>), [radeon-developer-tool-suite](<https://devfeed.tech/tags/radeon-developer-tool-suite.md>), [radeon-gpu-analyzer](<https://devfeed.tech/tags/radeon-gpu-analyzer.md>), [radeon-gpu-detective](<https://devfeed.tech/tags/radeon-gpu-detective.md>), [radeon-gpu-profiler](<https://devfeed.tech/tags/radeon-gpu-profiler.md>), [radeon-memory-visualizer](<https://devfeed.tech/tags/radeon-memory-visualizer.md>), [radeon-raytracing-analyzer](<https://devfeed.tech/tags/radeon-raytracing-analyzer.md>), [ray-tracing](<https://devfeed.tech/tags/ray-tracing.md>), [raytracing](<https://devfeed.tech/tags/raytracing.md>), [rdp](<https://devfeed.tech/tags/rdp.md>), [rdts](<https://devfeed.tech/tags/rdts.md>), [release](<https://devfeed.tech/tags/release.md>), [rga](<https://devfeed.tech/tags/rga.md>), [rgd](<https://devfeed.tech/tags/rgd.md>), [rgp](<https://devfeed.tech/tags/rgp.md>), [rmv](<https://devfeed.tech/tags/rmv.md>), [rra](<https://devfeed.tech/tags/rra.md>), [shaders](<https://devfeed.tech/tags/shaders.md>), [source](<https://devfeed.tech/tags/source.md>), [technical-articles](<https://devfeed.tech/tags/technical-articles.md>), [tool](<https://devfeed.tech/tags/tool.md>), [tools](<https://devfeed.tech/tags/tools.md>)

### AI overview

AMD's Radeon Developer Tool Suite update adds shader source code viewing, instruction-level divergence metrics, and Extended PIX Marker support in RGP 2.7. It also expands hardware compatibility and updates other tools in the suite.

### Source excerpt

The new AMD Radeon Developer Tool Suite release delivers RGP 2.7 with shader source code viewing, instruction-level divergence metrics, and Extended PIX Marker support, expanded hardware compatibility, and updates across RGD, RRA, RMV, RGA, and RDP.

## Memory Profiling Part 4. Memory Footprint Case Study

DevFeed: [Memory Profiling Part 4. Memory Footprint Case Study](<https://devfeed.tech/articles/memory-profiling-part-4-memory-footprint-case-study-13639.md>)

Original publisher: [Read original article](<https://easyperf.net/blog/2024/02/12/Memory-Profiling-Part4>)

Author: Denis Bakhvalov

Published: 2024-02-12T05:00:00Z

Content type: article

Language: en

Sources: [Denis Bakhvalov](<https://devfeed.tech/sources/denis-bakhvalov.md>)

Topics: [intel](<https://devfeed.tech/topics/intel.md>), [benchmarking](<https://devfeed.tech/topics/benchmarking.md>), [Benchmark](<https://devfeed.tech/topics/benchmark.md>), [Optimization](<https://devfeed.tech/topics/optimization.md>), [Ray Tracing](<https://devfeed.tech/topics/ray-tracing.md>), [App](<https://devfeed.tech/topics/app.md>)

Tags: [applications](<https://devfeed.tech/tags/applications.md>), [benchmark](<https://devfeed.tech/tags/benchmark.md>), [book-chapters](<https://devfeed.tech/tags/book-chapters.md>), [cpu](<https://devfeed.tech/tags/cpu.md>), [intel](<https://devfeed.tech/tags/intel.md>), [optimization](<https://devfeed.tech/tags/optimization.md>), [performance-analysis](<https://devfeed.tech/tags/performance-analysis.md>), [production](<https://devfeed.tech/tags/production.md>), [ray-tracing](<https://devfeed.tech/tags/ray-tracing.md>)

### AI overview

This case study uses Intel SDE to examine the memory footprints of Blender ray tracing, Stockfish, Clang++ compilation, and AI_bench PSPNet segmentation. It compares their behavior over one-billion-instruction intervals and explains how instruction timelines can be approximately converted to seconds using IPC and processor frequency.

### Source excerpt

Subscribe to my newsletter, support me on Patreon or by PayPal donation. In this case study we will use the Intel SDE tool to analyze the memory footprint of four production workloads: Blender ray tracing, Stockfish chess engine, Clang++ compilation, and AI_bench PSPNet segmentation. We hope that this study will give you an intuition of what you could expect to see in real-world applications.

## Sneak peek of Rayven

DevFeed: [Sneak peek of Rayven](<https://devfeed.tech/articles/sneak-peek-of-rayven-37355.md>)

Original publisher: [Read original article](<https://muffinman.io/blog/sneak-peek-of-rayven/>)

Author: Stanko

Published: 2023-03-22T00:00:00Z

Content type: article

Language: en

Sources: [Stanko Tadić](<https://devfeed.tech/sources/stanko-tadic.md>)

Topics: [Ray Tracing](<https://devfeed.tech/topics/ray-tracing.md>), [signed distance functions](<https://devfeed.tech/topics/signed-distance-functions.md>), [SVG](<https://devfeed.tech/topics/svg.md>), [Rust](<https://devfeed.tech/topics/rust.md>), [JavaScript](<https://devfeed.tech/topics/javascript.md>)

Tags: [3d](<https://devfeed.tech/tags/3d.md>), [article](<https://devfeed.tech/tags/article.md>), [javascript](<https://devfeed.tech/tags/javascript.md>), [ray-tracing](<https://devfeed.tech/tags/ray-tracing.md>), [rust](<https://devfeed.tech/tags/rust.md>), [signed-distance-functions](<https://devfeed.tech/tags/signed-distance-functions.md>), [svg](<https://devfeed.tech/tags/svg.md>)

### AI overview

A progress report on Rayven, an unfinished project that renders 3D scenes with hand-drawn-style hatching. The article describes its signed-distance-function renderer, ray tracing and vector rendering experiments, and the planned combination of a Rust engine compiled to WebAssembly with JavaScript scene scripting.

### Source excerpt

I would like to give you a preview of my new project that I'm really excited about - Rayven. It renders 3D scenes as if they were line-hatched by hand: I've had this idea for a while and after researching, I found three projects that became my inspiration: Michael Fogleman's ln, Kushiro's Hatch Lines Shader and Piter Pasma's Rayhatching. Finally, I decided to give it a try. Although it's far from finished, I want to share my progress. Once I'm satisfied with it, I plan to open-source it and write another post to show you under the hood. Meanwhile, I used it to create and plot these two drawings for Work&Co's tenth anniversary - version 1 and version 2 The first text render # The first step was to build a basic 3D renderer with objects defined as signed distance functions. It used text to render the scene and it was based entirely on Theia Vogel's great article. Better ray-tracing and the first vector renders # Then, I started improving the ray-tracing part. Articles by Inigo Quilez and Jamie Wong were immensely helpful. With proper ray-tracing in place, I began figuring out how to hatch a scene using vector lines. I started simple, using only vertical lines (image on the left). Then, I gradually worked my way to using vector fields (image on the right). Tweaking vector rendering # Once I had basic vector rendering in place, I spent a lot of time tweaking and experimenting. Here are some examples using lights, boolean operations, displacement, and different hatching options. In the first two images you can also see the raster output I'm using for debugging. Rust version # As you can imagine, the JavaScript version is not very performant. To speed up rendering, I decided to learn some Rust and port Rayven to it. Here are a few screenshots in the terminal, along with the SVG render at the end. Rust is fast, but it doesn't provide me with a short feedback loop, which is essential when I'm using Rayven to draw. On the other hand, JavaScript is slow, but being dynamic and

## Where is the high bandwidth internet for the masses?

DevFeed: [Where is the high bandwidth internet for the masses?](<https://devfeed.tech/articles/where-is-the-high-bandwidth-internet-for-the-masses-35218.md>)

Original publisher: [Read original article](<https://blog.jessfraz.com/post/where-is-the-high-bandwidth-internet-for-the-masses/>)

Published: 2020-05-03T15:09:26Z

Content type: article

Language: en

Sources: [Jessie Frazelle](<https://devfeed.tech/sources/jessie-frazelle.md>)

Topics: [screen](<https://devfeed.tech/topics/screen.md>), [pixel](<https://devfeed.tech/topics/pixel.md>), [Graphics](<https://devfeed.tech/topics/graphics.md>), [Ray Tracing](<https://devfeed.tech/topics/ray-tracing.md>), [Xbox](<https://devfeed.tech/topics/xbox.md>)

Tags: [graphics](<https://devfeed.tech/tags/graphics.md>), [ibm](<https://devfeed.tech/tags/ibm.md>), [japan](<https://devfeed.tech/tags/japan.md>), [pixel](<https://devfeed.tech/tags/pixel.md>), [ray-tracing](<https://devfeed.tech/tags/ray-tracing.md>), [screen](<https://devfeed.tech/tags/screen.md>), [xbox](<https://devfeed.tech/tags/xbox.md>)

### AI overview

The article examines the progression from standard-definition television to HDTV, 4K, and 8K, connecting increasing pixel density with newer game consoles and display technology.

### Source excerpt

Being cooped up at home got me looking into the new Xbox and PlayStation 5. I was curious about the innovations in the consoles since their successors. Both claim to have ray tracing and support for 8K graphics. This then got me thinking about how prevalent 8K televisions are today. 8K televisions seem to be in the same state as 4K televisions a few years ago. One thing I know through my life is that pixel density will continue to get bigger and bigger. I almost wonder if there is a Moore's Law equivalent for pixel density... let's take a look at televisions through the years. Pixel density through the years Standard definition television The first electronic television was invented in 19271. Cable television systems originated in the United States in the late 1940s and were designed to improve reception of commercial network broadcasts in remote and hilly areas2. We can consider the televisions of this time to be what we know of as "standard definition." Standard definition television (SDTV) is designed on the assumption that viewers in the typical home setting are located at a distance equal to six or seven times the height of the picture screen -- on average some 10 feet away. High definition television High definition television (HDTV) has its roots in research that was started by Japan's public broadcaster, NHK, in 19703. For comparison, a 1080i HDTV signal offers about six times the resolution of a conventional 480i SDTV signal. HDTV also features a wider 16:9 aspect ratio format that more closely resembles human peripheral vision than the 4:3 aspect ratio used by conventional TVs in the past. Furthermore, HDTV is based on a system of 3 primary image signal components rather than a single composite signal, thus eliminating the need for signal encoding and decoding processes that can degrade image quality. Perhaps the biggest advantage over the old analog SDTV system is that HDTV is an inherently digital system. 4K resolution In 1984, Hitachi released the CMOS (co