Managing Memory for Acceleration Structures in DirectX Raytracing

Originally published at: Managing Memory for Acceleration Structures in DirectX Raytracing | NVIDIA Developer Blog

In Microsoft Direct3D, anything that uses memory is considered a resource: textures, vertex buffers, index buffers, render targets, constant buffers, structured buffers, and so on. It’s natural to think that each individual object, such as a texture, is always one resource. In this post, I discuss DXR’s Bottom Level Acceleration Structures (BLASes) and best practices…

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  • Oli