Published on: 2025-09-16 19:28:52
Measuring acceleration structures Hardware accelerated raytracing, as supported by DirectX 12 and Vulkan, relies on an abstract data structure that stores scene geometry, known as “acceleration structure” and often referred to as “BVH” or “BLAS”. Unlike geometry representation for rasterization, rendering engines can not customize the data layout; unlike texture formats, the layout is not standardized across vendors. It may seem like a trivial matter - surely, by 2025 all implementations are c
Keywords: bytes node nodes triangle triangles
Find related items on AmazonPublished on: 2025-09-16 20:44:17
Actually drawing some ovals (that are not ellipses) Bruno Postle · Follow 4 min read · Feb 10, 2017 -- Listen Share In the last part I hopefully made it clear why you wouldn’t want to use an actual ellipse when making a real object, curves constructed from multiple fixed radius arcs are much more useful and look just the same. So there is a traditional draughting technique for drawing a five centred arch that makes quite a good imitation of an ellipse, here is the diagram again: This is fine,
Keywords: angles arch centre degree ellipse
Find related items on AmazonPublished on: 2025-09-17 01:44:17
Actually drawing some ovals (that are not ellipses) Bruno Postle · Follow 4 min read · Feb 10, 2017 -- Listen Share In the last part I hopefully made it clear why you wouldn’t want to use an actual ellipse when making a real object, curves constructed from multiple fixed radius arcs are much more useful and look just the same. So there is a traditional draughting technique for drawing a five centred arch that makes quite a good imitation of an ellipse, here is the diagram again: This is fine,
Keywords: angles arch centre degree ellipse
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