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Using Bindless Resources with DirectX Raytracing

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Ray Tracing Gems II

Abstract

Resource binding in Direct3D 12 can be complex and difficult to implement correctly, particularly when used in conjunction with DirectX Raytracing. This chapter will explain how to use bindless techniques to provide shaders with global access to all resources, which can simplify application and shader code while also enabling new techniques.

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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.

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Pettineo, M. (2021). Using Bindless Resources with DirectX Raytracing. 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_17

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