
3
VI
Interactive Ray Tracing Using the
Compute Shader in DirectX 11
Arturo Garc
´
ıa, Francisco
´
Avila,
Sergio Murgu
´
ıa, and Leo Reyes
3.1 Introduction
Currently, the most widely used technique for real-time 3D rendering is ras-
terization, mainly because of its low computational cost and the availability of
efficient hardware implementations. DirectX and OpenGL are the most common
rasterization-based APIs used for high-end video game graphics programming.
Rasterization is well suited for handling animated scenes, and no auxiliary data
structures are needed to display geometrical changes. On the other hand, ray
tracing is traditionally associated with high