# raytracing

Published articles for raytracing.

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.

## 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.

## 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.

## How "Meet the PinePhone Pro" was made

DevFeed: [How "Meet the PinePhone Pro" was made](<https://devfeed.tech/articles/how-meet-the-pinephone-pro-was-made-34851.md>)

Original publisher: [Read original article](<https://pine64.org/2021/10/27/how-meet-the-pinephone-pro-was-made/>)

Published: 2021-10-27T00:00:00Z

Content type: article

Language: en

Sources: [Community blog on PINE64](<https://devfeed.tech/sources/community-blog-on-pine64.md>)

Topics: [Pinephone-Pro](<https://devfeed.tech/topics/pinephone-pro.md>), [blender](<https://devfeed.tech/topics/blender.md>), [Pine64](<https://devfeed.tech/topics/pine64.md>), [Open Source](<https://devfeed.tech/topics/open-source.md>), [Graphics](<https://devfeed.tech/topics/graphics.md>), [gnu linux](<https://devfeed.tech/topics/gnu-linux.md>)

Tags: [blender](<https://devfeed.tech/tags/blender.md>), [community](<https://devfeed.tech/tags/community.md>), [cuda](<https://devfeed.tech/tags/cuda.md>), [gnu-linux](<https://devfeed.tech/tags/gnu-linux.md>), [graphics](<https://devfeed.tech/tags/graphics.md>), [open-source](<https://devfeed.tech/tags/open-source.md>), [pine64](<https://devfeed.tech/tags/pine64.md>), [pinephone-pro](<https://devfeed.tech/tags/pinephone-pro.md>), [raytracing](<https://devfeed.tech/tags/raytracing.md>)

### AI overview

This article explains how the "Meet the PinePhone Pro" trailer and product renderings were produced. It describes the volunteer community's workflow, including modelling, scene creation, animation, storytelling, music, voice recording, editing, and rendering with Blender and other free and open source tools.

### Source excerpt

As PINE64's flagship mainline GNU/Linux smartphone, the PinePhone Pro, was about to be announced, a trailer and some nice renderings showcasing the phone and its features had to be produced. The groundwork for the trailer was started in February 2021 and took all the way up to a few days before the trailer was released at October 15th 2021. The work for the trailer included making the material and models, creating the scene and the surroundings, animating the scenes, establishing a story in the video, finding fitting music, cutting it and adding sound details, writing and recording the text and cutting the video, which took many hours of work until the following trailer was released: https://www.youtube.com/watch?v=wP2-6Z74W44 The trailer is almost entirely made with free and open source software - modelling, the scenes, animations and final cut including the music is all done in Blender, vector graphics and some smaller graphical edits for the screen contents are done in Inkscape and Gimp. The trailer is made by volunteers from the community. The visuals The general idea of the trailer was to tell a story: visually we wanted to lead the viewer from the history of the PinePhone, to the introduction of the PinePhone Pro including its features, to the actual usage. Not only did we want to tell the story of PINE64 making shipping such a device real but also point the viewer to what was achieved so far and what the user can achieve using the phone. We selected a darker setting for the intro part of the video and we tried to go for brighter settings mixed with realistic settings for the PinePhone Pro introduction part of the video. For product renderings typically Blender Cycles is used, which has the downside that the raytracing can take a very long time to achieve a fine rendering quality, unlike Blender's Eevee architecture using rasterization instead of raytracing (especially used effects such as depth of field and other makes raytracing a must here). That means even