# Ray Tracing

A rendering and simulation technique that traces light-ray paths through scenes to generate computer graphics and model optical interactions.

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## 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.

## 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.

## 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