Abstract
DirectX Raytracing (DXR) performance guides have mainly focused on accelerating ray tracing on the graphics processing unit (GPU). This chapter will focus on avoiding stalls and bottlenecks caused by DXR on the central processing unit (CPU) side.
Access provided by Autonomous University of Puebla. Download to read the full chapter text
Chapter PDF
Similar content being viewed by others
Author information
Authors and Affiliations
Editor information
Editors and Affiliations
Rights and permissions
Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License (http://creativecommons.org/licenses/by-nc-nd/4.0/), which permits any noncommercial use, sharing, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if you modified the licensed material. You do not have permission under this license to share adapted material derived from this chapter or parts of it.
The images or other third party material in this chapter are included in the chapter’s Creative Commons license, unless indicated otherwise in a credit line to the material. If material is not included in the chapter’s Creative Commons license and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder.
Copyright information
© 2021 NVIDIA
About this chapter
Cite this chapter
Morley, P. (2021). CPU Performance in DXR. In: Marrs, A., Shirley, P., Wald, I. (eds) Ray Tracing Gems II. Apress, Berkeley, CA. https://doi.org/10.1007/978-1-4842-7185-8_38
Download citation
DOI: https://doi.org/10.1007/978-1-4842-7185-8_38
Publisher Name: Apress, Berkeley, CA
Print ISBN: 978-1-4842-7184-1
Online ISBN: 978-1-4842-7185-8
eBook Packages: Professional and Applied ComputingProfessional and Applied Computing (R0)Apress Access Books