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Ray-tracing hardware

Ray-tracing hardware consists of specialized circuits integrated into graphics processing units (GPUs) to accelerate the computation-intensive process of ray tracing, a rendering technique that simulates the physical paths of light rays to produce highly realistic images with accurate reflections, refractions, shadows, and global illumination effects. This hardware enables real-time performance in applications such as video games, film production, and architectural visualization, where traditional rasterization methods fall short in mimicking complex light interactions. Unlike software-based ray tracing, which relies on general-purpose GPU shaders and can be computationally prohibitive for interactive use, dedicated ray-tracing units—such as NVIDIA's RT Cores introduced in 2018 with the Turing architecture—optimize tasks like ray-triangle intersection testing and bounding volume hierarchy traversals through parallel processing and fixed-function pipelines. AMD followed with hardware ray accelerators in its RDNA 2 architecture in 2020, enhancing throughput for ray-triangle intersections and supporting DirectX Raytracing (DXR) APIs, while Intel integrated ray-tracing units and AI acceleration via Xe Matrix Extensions (XMX) into its Arc GPUs starting in 2022 to boost path-tracing workloads. The evolution of ray-tracing hardware traces back to the 1980s, when ray tracing emerged as an offline rendering method in research, initially implemented in software on general-purpose CPUs due to its high computational demands. By the early 2000s, programmable GPUs began supporting software ray tracing via shader programs, but performance limitations confined it to non-real-time applications like scientific and movie effects. Academic and industry efforts in the explored custom and FPGA prototypes for acceleration, such as early hardware engines for ray-scene intersection, paving the way for commercial integration. The breakthrough came with NVIDIA's 2018 launch of RT Cores, which delivered up to 10 giga-rays per second in initial implementations, dramatically reducing the overhead of ray generation and traversal compared to software approaches. Today, ray-tracing hardware is a cornerstone of modern GPU architectures, with ongoing advancements like AMD's third-generation ray accelerators in RDNA 4 (announced in 2025) doubling throughput over prior generations, NVIDIA's fourth-generation RT Cores in the Blackwell-based RTX 50 series (released 2025), and Intel's optimizations for hybrid rasterization-ray tracing pipelines. These developments, supported by APIs such as Ray Tracing Extension and , have democratized real-time , though challenges remain in balancing performance with power efficiency and integrating with AI-driven denoising techniques to handle noise in traced scenes. As of 2025, adoption spans consumer gaming cards, professional workstations, and mobile SoCs like Samsung's 2200, underscoring ray-tracing hardware's role in pushing the boundaries of visual fidelity across industries.

Fundamentals

Ray tracing principles

Ray tracing is a rendering technique in computer graphics that simulates the physical propagation of light by tracing rays from the virtual camera through each pixel of the image plane into the scene, determining interactions with objects to compute color and intensity. This backward ray tracing approach models how light rays bounce off surfaces toward light sources, enabling the realistic depiction of effects such as specular reflections, refractions through transparent materials, soft shadows, and global illumination where light indirectly influences distant surfaces. Introduced in seminal work on improved illumination models, ray tracing contrasts with earlier scanline methods by explicitly handling light transport for photorealistic results. The core process begins with casting a primary ray from the camera origin through a scene point corresponding to each . At the first point with a scene object, performs ray-object tests to identify the closest surface, computing surface properties like and material. Secondary rays are then recursively generated from this point: reflection rays follow the law of , refraction rays apply for transmission, and shadow rays check visibility to sources. This recursive bouncing continues until rays escape the scene, hit a , or reach a predefined maximum depth, accumulating radiance contributions weighted by the bidirectional scattering distribution function (BSDF) and geometric attenuation. Mathematically, a ray is represented by the parametric equation \mathbf{P}(t) = \mathbf{O} + t \mathbf{D}, where \mathbf{O} is the ray's origin vector, \mathbf{D} is the direction vector (typically normalized), and t \geq 0 is the scalar parameter denoting distance from the origin. Intersection algorithms solve for t values where the ray meets object geometry; for example, the slab method efficiently tests axis-aligned bounding boxes (AABBs) by computing the ray's entry and exit parameters for each pair of parallel planes (slabs) along the x, y, and z axes, taking the maximum entry t and minimum exit t across axes to determine overlap. Brute-force implementations test each ray against all n scene objects, yielding O(n) complexity per ray, but acceleration structures like bounding volume hierarchies (BVHs) enable hierarchical traversal, pruning non-intersecting subtrees to achieve average O(\log n) complexity. Path tracing extends classical ray tracing into an unbiased for solving the , which integrates incoming radiance over all directions weighted by the BSDF and cosine term. By randomly sampling directions at each bounce rather than deterministic or , path tracing captures all paths stochastically, converging to physically accurate results with sufficient samples, though at higher computational cost than biased variants.

Need for hardware acceleration

Ray tracing algorithms demand immense computational resources due to the need to simulate light paths by casting millions of rays per frame, each undergoing numerous intersection tests with scene geometry. For a typical real-time rendering scenario at 1080p resolution aiming for 60 frames per second (FPS), this translates to processing billions of rays and associated operations per second, rendering pure software implementations on general-purpose CPUs or even early GPUs insufficient for interactive rates below 30 FPS. The core bottleneck lies in the ray-triangle intersection computations, which dominate runtime and scale poorly with scene complexity without specialized optimizations. This computational intensity traces back to ray tracing's origins in offline rendering, where it excels in producing photorealistic images for film production but at the cost of extended render times. For instance, in Pixar's 2006 film Cars, a test scene involving 678 million triangles required 1.2 billion ray-triangle intersection tests per frame, taking over 100 minutes on a dual-processor system even with advanced caching techniques. Such durations—often hours per frame—were acceptable for non-interactive media like movies and animations, but the advent of real-time applications in video games and virtual reality (VR) has shifted priorities toward sub-16-millisecond frame budgets to maintain immersion and prevent motion sickness in VR. Pre-2010, the industry thus depended heavily on rasterization pipelines for interactive 3D graphics, relegating ray tracing to pre-computed lighting maps, low-resolution previews, or static effects to approximate global illumination without real-time overhead. Compounding these challenges is the irregular memory access patterns inherent in ray traversal, which hinder efficient execution on conventional architectures despite ray tracing's embarrassingly parallel nature at the ray level. This parallelism aligns well with SIMD (Single Instruction, Multiple Data) instructions in GPUs, enabling concurrent processing of independent rays, yet general-purpose shaders struggle with the divergent execution and bandwidth demands of incoherent ray bundles. For a moderately complex scene with approximately 10^6 triangles, unaccelerated ray tracing at 60 FPS would necessitate around 10^9 intersection operations per frame—equivalent to billions per second—overwhelming the throughput of pre-acceleration hardware like multi-core CPUs or early programmable GPUs. Dedicated hardware acceleration thus becomes essential to parallelize and streamline these operations, bridging the gap between offline feasibility and real-time viability.

Historical Development

Early prototypes and research

The foundations of ray-tracing hardware trace back to the late and 1980s, when academic research primarily focused on algorithmic developments rather than dedicated hardware, as computational demands made real-time implementation infeasible on contemporary systems. Turner Whitted's seminal 1980 paper introduced a recursive ray-tracing model that simulated reflections, refractions, and shadows by tracing rays from the viewer through a scene, establishing the core principles for future efforts. Early hardware concepts in this era explored pixel processors for basic , but these were limited to software simulations on general-purpose computers, highlighting the need for specialized architectures to handle tests and ray propagation efficiently. In the 1990s, the first dedicated prototypes emerged, leveraging digital signal processors (DSPs) to accelerate ray-casting operations for and basic ray tracing. The ART AR250 RenderDrive, developed by Advanced Rendering Technology in 1998, represented an early commercial prototype using a network of DSP-based rendering processors to perform ray-traced rendering, achieving speeds suitable for offline production by parallelizing ray generation and intersection computations across multiple units. Similarly, in 1996, researchers at proposed the TigerSHARK system, a hardware-accelerated ray-tracing engine built around off-the-shelf DSPs to handle ray-triangle intersections and shading, demonstrating that low-cost hardware could rival more expensive rasterization systems in output quality while targeting interactive rates for complex scenes. The early 2000s saw advancements in reconfigurable hardware, particularly field-programmable gate arrays (FPGAs), enabling more flexible prototypes for ray-tracing pipelines. At , Sven Woop, Jörg Schmittler, and Philipp Slusallek developed the Ray Processing Unit (RPU) in 2005, a programmable single-chip architecture prototyped on FPGAs that integrated ray traversal, intersection testing, and shading into a stream-processing model, achieving performance for moderately complex scenes by optimizing data flow for coherent ray packets. Concurrently, Ingo Wald and colleagues advanced coherent ray tracing techniques, grouping similar rays to exploit cache locality and SIMD parallelism in software implementations, which informed hardware designs by reducing traversal overhead in dynamic scenes. Experimental ASIC efforts during this period focused on dedicated intersection units, but remained largely academic, paving the way for scalable hardware. A key milestone came in 2005 with NVIDIA's research demonstrations of software ray tracing on GPUs, which, despite performance limitations on general-purpose shaders, proved the feasibility of interactive ray tracing on commodity hardware for simple scenes.

Transition to commercial products

In the mid-2000s, the advent of general-purpose GPU computing marked a pivotal catalyst for ray tracing, as platforms like NVIDIA's , introduced in , allowed developers to implement software-based ray tracing on graphics hardware. These advancements enabled experimental demos that demonstrated ray tracing's potential for realistic lighting and shadows, yet achieving performance remained elusive for complex scenes due to computational demands exceeding the era's GPU capabilities. The transition to dedicated commercial hardware began in 2009 with Caustic Graphics' release of the CausticOne, an add-in board featuring a (FPGA)-based Ray Tracing Processing Unit (RTPU) designed to accelerate ray setup, traversal, and intersection calculations as a co-processor alongside CPUs and GPUs. Claiming up to a 20-fold over CPU-based methods, the CausticOne targeted rendering workflows and was made available to developers for . Caustic Graphics was acquired by in 2010 for $27 million, paving the way for further integration of its ray tracing innovations into broader graphics ecosystems. Throughout the , additional commercial entries emerged, particularly for and IP-based solutions. SiliconArts introduced its RayCore IP in , the first semiconductor intellectual property dedicated to ray tracing, enabling integration into system-on-chips for applications like automotive and consumer devices. This evolved into the RayChip in 2014, a multi-core combining six RayCore units with a accelerator to deliver up to 60 frames per second at HD resolution. Concurrently, incorporated 's technology into its PowerVR IMG GPU series, providing early hardware ray tracing support starting with the Caustic Series2 R2500 and R2100 accelerator boards in 2013, which processed up to 100 million incoherent rays per second for use. A major breakthrough arrived in 2018 with NVIDIA's Turing architecture, which integrated the first consumer-grade RT Cores into GeForce RTX GPUs, accelerating traversal and ray-triangle intersections by orders of magnitude over software approaches. This hardware enabled real-time ray tracing via Microsoft's (DXR) API, debuting in games such as , where it powered ray-traced reflections and shadows at playable frame rates. The shift to commercial products initially found traction in professional visualization sectors before permeating consumer gaming. Tools from , enhanced by ray tracing integrations like the 2011 acquisition of Numenus' technology, adopted these accelerators for faster, more accurate surface rendering in design and architectural workflows. However, early ray tracing hardware often grappled with challenges such as elevated power consumption, which constrained deployment in power-sensitive environments and necessitated robust cooling in high-end systems.

Core Architectures

Bounding volume hierarchies and traversal

Bounding volume hierarchies (BVHs) are tree-based acceleration structures that organize scene geometry into a hierarchy of s, typically axis-aligned bounding boxes (AABBs), to efficiently prune ray intersection tests during ray tracing. Each internal node represents a enclosing the union of its child nodes, while leaf nodes contain one or more s such as triangles. By traversing the hierarchy from the root, rays can quickly eliminate entire subtrees that do not intersect their path, reducing the number of expensive intersection tests. This approach was first introduced for ray tracing complex scenes by Kay and Kajiya in , using slab-based s to handle procedural and detailed environments. BVH construction typically employs top-down methods, starting from the root and recursively partitioning based on to minimize expected traversal . The surface area (SAH) is the most widely adopted, estimating the of a node split as C = C_{\text{trav}} + p_A \cdot C_A + p_B \cdot C_B, where C_{\text{trav}} is the of traversing the node, p_A and p_B are the probabilities of a intersecting the left and right child volumes (proportional to their surface areas relative to the parent), and C_A and C_B are the of testing those children (accounting for the number of they contain). This , originally proposed by MacDonald and Booth in for space subdivision in tracing, favors splits that balance volume overlap and distribution to optimize throughput. Bottom-up construction, by contrast, builds the from leaf clusters upward, often using clustering techniques for initial grouping, though it is less common due to higher preprocessing overhead. For animated requiring dynamic updates, incremental refitting or partial rebuilds are used to maintain quality without full reconstruction each frame, as demonstrated in fast SAH-based rebuilding algorithms that enable per-frame updates in interactive applications. Traversal of a BVH involves a ray "walking" down the tree, testing intersection with each node's and recursing into intersecting children until reaching leaves, where tests occur. Traditional stack-based traversal maintains a of pending nodes to handle branching, enabling depth-first exploration but incurring memory overhead for the . Stackless variants, such as those using restart trails or state-based logic, eliminate the by encoding traversal state implicitly in node pointers and ray parameters, reducing per-ray memory to a few registers and improving efficiency—particularly beneficial in with limited register files. These methods, refined in works like Hapala et al.'s algorithm, achieve near-equivalent to stack-based approaches while minimizing divergence in execution. In ray-tracing hardware, BVH traversal is optimized for coherent batches—groups of rays sharing similar directions or origins—to exploit spatial and temporal locality, allowing SIMD or SIMT processing to traverse multiple rays simultaneously with reduced branch divergence. Node compression techniques further enhance cache utilization; for instance, quantized representations and shortened node references (e.g., 2-byte indices for child pointers in large scenes) shrink , enabling larger hierarchies to reside in on-chip caches and accelerating traversal rates. These hardware-oriented adaptations build on foundational BVH designs, prioritizing low-latency tests for AABBs to sustain high ray throughput in rendering pipelines.

Dedicated processing units

Dedicated processing units in ray-tracing refer to specialized blocks within that offload ray-tracing workloads from general-purpose cores, focusing on accelerating core operations like spatial queries and geometric computations. These units emerged to address the irregular and memory-intensive nature of ray tracing, which challenges traditional SIMD architectures used in rasterization. By dedicating silicon to ray-specific tasks, they enable performance in complex scenes, marking a shift from software-only implementations to hardware-accelerated pipelines. Key types of dedicated units include traversal units for navigating hierarchies (BVHs) and intersection units for testing rays against , often integrated to minimize in hit finding. Any-hit shaders serve as specialized processing elements for evaluating material properties during opaque , allowing efficient handling of effects like without full visibility shading. These units typically operate in a manner, processing thousands of rays simultaneously to exploit the inherent independence of ray paths. The ray-tracing pipeline in these units encompasses several stages: ray setup generates initial rays from the camera or light sources; BVH traversal identifies candidate by descending the acceleration structure; hit detection performs precise intersection tests; computes contributions; and compaction reorganizes active rays and hits for memory-efficient processing in subsequent passes. This staged design reduces global memory accesses and supports incoherent ray bundles, common in secondary rays for . Integration models vary between fixed-function application-specific integrated circuits (), which hardwire operations for peak efficiency in standard algorithms, and programmable units that allow runtime reconfiguration via shaders or for adaptability to new techniques. Hybrid models combine fixed traversal hardware with programmable shading to balance specialization and flexibility, sometimes incorporating auxiliary units like tensor processors for post-processing tasks such as denoising. Efficiency gains stem from tailored arithmetic logic units (ALUs) optimized for ray-box tests, enabling parallel evaluation of multiple axes in a single cycle, alongside power optimizations like dynamic and thread-level scheduling to idle underutilized resources. These features can yield significant throughput improvements, with architectures achieving sustained ray processing rates suitable for interactive rendering while consuming less power than emulated software paths. The general evolution traces from early full custom chips, exemplified by the CausticOne ASIC—a standalone accelerator board launched in 2009 that processed ray intersections via dedicated silicon—to modern co-processors embedded in GPUs and SoCs, facilitating seamless integration with existing graphics pipelines. Seminal works, such as the programmable ray processing unit concept, laid foundational designs for these evolutions by demonstrating scalable hardware for traversal.

Vendor-Specific Implementations

NVIDIA's RT Cores

NVIDIA's RT Cores represent a dedicated unit integrated into the company's GPU streaming multiprocessors (s), designed specifically to handle the computationally intensive aspects of ray tracing, such as (BVH) traversal and ray-triangle intersection testing. Introduced with the Turing architecture in 2018, these cores offload ray-tracing workloads from general-purpose cores, enabling real-time performance in applications. Each RT Core operates autonomously within an SM, processing rays in queues via micro-scheduling to optimize throughput and minimize latency, while employing BVH compression techniques to reduce memory bandwidth demands. This architecture forms the foundation for NVIDIA's RTX platform, which combines ray tracing with AI-driven features like DLSS for hybrid rendering that balances performance and visual fidelity. The first-generation RT Cores debuted in the GeForce RTX 20 series GPUs based on the Turing microarchitecture, marking NVIDIA's entry into hardware-accelerated real-time ray tracing. These cores focused primarily on accelerating BVH traversal—efficiently navigating hierarchical scene representations—and performing ray-triangle intersection tests to determine visibility and shading. Integrated into each SM of GPUs like the TU102 (RTX 2080 Ti), they achieved a peak throughput of 10 GigaRays per second in the flagship RTX 2080 Ti, a significant leap from software-based ray tracing on prior architectures like Pascal, which managed only about 1.1 GigaRays per second. This generation laid the groundwork for APIs such as DirectX Raytracing (DXR) and OptiX, enabling effects like realistic shadows, reflections, and global illumination in games and professional visualization tools. Building on Turing, the second-generation RT Cores arrived with the architecture in 2020, powering the GeForce RTX 30 series and delivering approximately double the ray-triangle intersection throughput compared to their predecessors. This improvement stemmed from enhanced fixed-function hardware for intersection testing and the addition of an Interpolate Triangle unit, which supported accurate handling of in dynamic scenes by interpolating vertex positions over time. In the RTX 3090 flagship, these cores provided up to 69 RT-TFLOPS of ray-tracing performance, allowing for up to 8x faster rendering of ray-traced relative to Turing. Integration with the media engine further enabled concurrent execution of ray tracing alongside denoising and shading tasks, reducing overall pipeline stalls and improving efficiency in complex workloads. The third-generation RT Cores, introduced in the Ada Lovelace architecture of 2022 for the , emphasized optimizations for engagement and traversal in intricate scenes. Achieving 2x the ray-triangle intersection speed over (and 4x over Turing), these cores incorporated the to accelerate alpha-tested traversal by 2x through direct opacity mask evaluation, bypassing unnecessary invocations. Additionally, the facilitated 10x faster BVH construction and 20x reduced BVH usage by generating micro-triangles on-demand for displaced surfaces. The RTX 4090 flagship delivered 191 RT-TFLOPS, enabling robust handling of high-fidelity ray-traced effects in professional rendering and gaming, with reduced overhead for scenes featuring dense foliage or transparent materials. NVIDIA's fourth-generation RT Cores, featured in the Blackwell architecture of the RTX 50 series launched in 2024 and 2025, extend capabilities toward full and deeper AI integration for advanced rendering. Doubling the ray-triangle intersection rate over Ada, these cores include a Triangle Cluster Intersection Engine for accelerating ray tracing of mega-geometry clusters, such as those in virtualized asset pipelines, and support for Linear Swept Spheres (LSS) to trace fine details like with 2x faster performance and 5x less VRAM than traditional methods. Enhanced BVH structures, including Cluster-level Acceleration Structures (CLAS) and Partitioned Top-Level Acceleration Structures (PTLAS), optimize level-of-detail updates for scenes with thousands of objects. The RTX 5090 achieves over 317 RT-TFLOPS, paired with Execution Reordering (SER) 2.0 for 2x improved efficiency and neural rendering techniques like Neural Radiance for AI-accelerated denoising, pushing boundaries in photorealistic and .

AMD's Ray Accelerators

AMD's accelerators represent a unified approach to hardware-accelerated tracing, integrated directly into the compute units (s) of its RDNA architectures rather than as separate dedicated cores. This design allows operations to leverage the existing infrastructure for hybrid rasterization and workloads, emphasizing efficiency in rendering. Each enhanced CU in RDNA architectures includes one accelerator, optimized for (BVH) traversal, intersection testing, and culling to reduce computational overhead. The first-generation ray accelerators debuted in the architecture with the in 2020, powering GPUs like the RX 6800 and RX 6900 XT. These accelerators focus on accelerating ray intersection and culling operations, enabling support for (DXR) and ray tracing extensions. In professional applications, they deliver up to 194% faster performance compared to the prior GCN architecture, as demonstrated in tools like SOLIDWORKS Visualize. The integration within CUs allows seamless handling of ray-tracing kernels as compute shaders, with performance scaling based on the number of CUs—up to 80 in flagship models. Building on this foundation, the second-generation ray accelerators in the RDNA 3 architecture, introduced with the in 2022, enhance ray-tracing efficiency through architectural tweaks like improved two-stage ray scheduling to discard empty ray quads. While the core intersection throughput per accelerator remains similar to (4 box tests or 1 triangle test per ), overall ray-tracing improves by up to 80% in select games due to better hierarchies and rate (VRS) integration, which ties ray density to shading rates for optimized rendering. Flagship models like the RX 7900 XTX feature up to 96 CUs, further boosting aggregate throughput. The third-generation ray accelerators in the RDNA 4 architecture, launched with the 9000 series in early 2025, double the intersection throughput over by incorporating two engines per accelerator, enabling 8 box tests or 2 triangle tests per cycle. This redesign supports advanced features like 8-wide BVH traversal and oriented bounding boxes (OBBs) for tighter geometry fits, improving coherence in animated BVHs and enhancing capabilities for more realistic in games. Performance metrics show mid-range GPUs like the 9070 achieving approximately 112 billion box tests per second, establishing strong scalability in hybrid workloads. Compared to NVIDIA's Cores, AMD's excels in raster-ray hybrids by minimizing context switching overhead. A key unique aspect of AMD's ray accelerators is their tight integration with compute units, avoiding the need for separate hardware blocks and allowing flexible allocation of resources across raster, compute, and -tracing tasks. Technologies like further accelerate BVH construction by enabling faster CPU-GPU data sharing, reducing build times in dynamic scenes. Since 2020, these accelerators have been pivotal in console adoption, forming the basis for ray tracing in the and Series X, where they enable effects like reflections and shadows in titles such as Spider-Man: Miles Morales.

Intel's XMX and Arc RT units

Intel's ray-tracing hardware primarily revolves around the Xe architecture family, which integrates XMX (Xe Matrix Extensions) engines for AI-accelerated computations and dedicated Ray Tracing Units (RTUs) for efficient BVH traversal and testing. The XMX engines, consisting of systolic arrays optimized for multiplications, support data types like FP16, BF16, and INT8, enabling up to 275.2 of INT8 performance in high-end configurations, which aids in ray-tracing workloads through AI upscaling and denoising. These units are paired with RTUs that handle 12 ray-box intersections and 1 ray-triangle per clock, incorporating a BVH and Thread Sorting Unit (TSU) to improve SIMD coherence and reduce divergence in ray queries. The foundational implementation appears in the Xe-HPG microarchitecture, introduced in 2021 and powering the discrete Alchemist GPUs launched in 2022. Each Xe-core in Xe-HPG includes 16 XMX engines and 1 RTU, scalable up to 32 Xe-cores with 32 RTUs in flagship models like the A770, supporting real-time ray tracing for effects such as , shadows, and reflections via a hybrid rasterization model. This first-generation design achieves up to 384 ray-box and 32 ray-triangle intersections per clock across the GPU, with full compliance to (DXR) 1.0 and 1.1, including RayQuery for shader-based acceleration. Subsequent advancements in the Arc Battlemage series, based on the Xe2 architecture and released in 2024, introduce second-generation RTUs with enhanced throughput and efficiency, offering approximately 70% better performance per Xe-core compared to Alchemist. These improvements include beefed-up ray-tracing accelerators (RTAs) for higher intersection rates and better caching, alongside integration with the Xe Media Engine's encoding capabilities to support ray-traced content streaming at high quality. The Xe2 cores retain the XMX structure but with refined matrix operations, targeting budget discrete GPUs like the Arc B580 for improved ray-tracing in modern engines. For integrated solutions, incorporates ray-tracing hardware in the Xe-LPG microarchitecture within Core Ultra processors, debuting in (2023) and advancing to Xe2 in Lunar Lake (2024). Xe-LPG features up to 8 Xe-cores with corresponding RTUs, emphasizing low-power traversal via fixed-function RTAs and large L1 caches exceeding 1 TB/s , suitable for ray tracing in DXR-compliant titles. Lunar Lake's Xe2 iteration adds 8 next-generation RTUs per configuration, delivering over 50% gaming performance uplift including ray tracing, while maintaining power efficiency for mobile use. Key features bolstering ray-tracing performance include DP4a instructions, which perform four INT8 dot products per 32-bit operation to accelerate ray math on compatible , and Xe Super Sampling (XeSS), an upscaling leveraging XMX for up to 145% frame rate gains in ray-traced scenes at . XeSS operates in modes like Performance and Quality, providing and temporal stability, with DP4a enabling cross-vendor support albeit at reduced efficiency compared to native XMX. Post-launch, focused on driver maturity for Arc GPUs, achieving full DXR compliance by 2023 and iterative optimizations that addressed initial stability issues in ray-tracing workloads.

Mobile and embedded solutions

Ray-tracing hardware for mobile and embedded systems prioritizes low-power consumption and efficient integration within ARM-based processors, enabling effects in smartphones, tablets, and specialized devices like automotive systems. These implementations often feature dedicated acceleration units tailored for (BVH) traversal and intersection testing, but with optimizations to mitigate thermal and energy constraints compared to desktop counterparts. Apple introduced hardware-accelerated ray tracing in its A17 Pro chip, powering the iPhone 15 Pro launched in 2023, through the MetalFX framework which supports ray-traced effects for enhanced visual fidelity in augmented reality (AR) and virtual reality (VR) applications. The A17 Pro's six-core GPU includes dedicated ray-tracing hardware capable of processing approximately 10-15 gigaflops of ray-tracing operations, facilitating features like dynamic lighting and reflections in mobile games. Similarly, the M3 series chips, debuted in 2023 for Macs, incorporate a hardware BVH builder and ray-tracing acceleration in their next-generation GPUs, enabling up to 20% performance gains over prior generations for mesh shading and ray-traced rendering. ARM's Immortalis-G715 GPU, announced in 2022 and integrated into MediaTek's Dimensity 9200 chipset, brings hardware ray tracing to flagship Android devices with support for Vulkan ray-tracing extensions, delivering 15% improved performance and energy efficiency for mobile gaming. This GPU, configurable up to 16 cores, accelerates ray-traced shadows and global illumination while incorporating machine learning enhancements for upscaling, as seen in devices like high-end smartphones from MediaTek partners. Imagination Technologies' PowerVR RT cores, evolved for ARM ecosystems, further enable Vulkan ray tracing in Samsung's earlier Exynos processors, providing low-latency traversal for embedded graphics. Qualcomm's 7xx series GPUs, starting with the 740 in Snapdragon 8 Gen 2 (2023), introduced hardware ray-tracing extensions for mobile platforms, supporting ray queries and pipelines to simulate realistic lighting with reduced overhead. Samsung's 2400, featured in the 2024 S24 series, builds on this with an RDNA 3-based GPU that handles workloads, achieving leading ray-tracing efficiency among mobile chips at up to 7.4 megapixels per second in benchmarks. These advancements allow for console-like effects, such as full-scene in select titles, while maintaining thermal stability. In embedded applications, NVIDIA's DRIVE Orin platform (2022) integrates Ampere-based GPUs with ray-tracing cores for automotive , enabling high-fidelity sensor simulation and visualization in safety-critical environments with up to 254 of compute. For IoT and low-power embedded systems, SiliconArts' RayCore MC IP provides a dedicated ray-tracing , delivering over 300 million path-traced rays per second per mm² at under 5 million rays per mW, suitable for AR/ headsets and edge devices. Power and thermal limitations in and ray-tracing hardware necessitate simplifications, such as non-recursive BVH traversal and rasterization-ray tracing pipelines, to avoid excessive computation intensity and demands. These constraints lead to focused on primary rays and basic effects, with full often deferred to offline to preserve battery life and prevent throttling.

Supporting Software and APIs

DirectX Raytracing

(DXR), introduced by in March 2018 as an extension to 12, enables developers to integrate ray tracing into graphics pipelines for enhanced rendering effects such as realistic reflections, shadows, and . The initial version, DXR 1.0 (Tier 1.0), provided core functionality including ray generation shaders, closest-hit and any-hit shaders for material interactions, miss shaders for non-intersections, and dispatch calls like DispatchRays() to initiate ray tracing execution. It relies on acceleration structures—typically bounding volume hierarchies (BVHs)—built via APIs such as BuildRaytracingAccelerationStructure to optimize ray-geometry intersections, with TraceRay() and inline RayQuery operations allowing flexible ray traversal within shaders. Hardware support for Tier 1.0 and above requires 12-compatible GPUs, such as NVIDIA's RTX 20 series and later, ensuring efficient hardware-accelerated traversal. DXR is structured around progressive tiers to support incremental adoption and hardware evolution. Tier 1.1, released in November 2019 and enabled in the May 2020 Update, expanded capabilities with GPU-initiated DispatchRays() via ExecuteIndirect(), inline ray tracing for better integration with rasterization, support for additional ray flags (e.g., skipping certain geometry), and enhanced vertex formats. Tier 1.2, announced at GDC 2025, introduces advanced optimizations including Shader Execution Reordering (SER) for dynamic shader invocation efficiency and Opacity Micromaps (OMM) for accelerated handling of transparent or alpha-tested geometry, achieving up to 2.3x performance gains in path-traced scenes. These tiers integrate seamlessly with 12's hybrid rasterization and ray tracing pipelines, allowing developers to blend traditional rendering with ray-traced effects while maintaining compatibility through feature queries like CheckFeatureSupport. Key components of DXR include programmable compiled into state objects for pipeline management—ray generation shaders serve as entry points, closest-hit shaders compute material shading on intersections, any-hit shaders evaluate early termination (e.g., for opacity), and miss shaders handle background rendering. Acceleration structure APIs enable building bottom-level structures for and top-level instances for composition, with update flags like ALLOW_UPDATE for dynamic scenes. Execution is driven by TraceRays or inline queries, supporting recursion depths up to 31 and stack sizes queried via GetShaderStackSize, all bound through shader resource views for GPU access. For non-hardware scenarios, DXR can fallback to software implementations using compute shaders, though is significantly lower without dedicated units. DXR has seen broad adoption in game engines and titles, powering real-time ray tracing in DirectX-based applications on Windows. Unreal Engine 5, for instance, leverages DXR for features like and Nanite virtualized geometry, enabling hybrid rendering in titles such as and demo. Other DirectX games, including and , utilize DXR for path-traced effects with . As of 2025, DXR 1.2 previews emphasize enhanced support through SER and OMM integration, alongside neural rendering extensions for denoising and , further boosting efficiency in complex scenes.

Vulkan and OptiX

's ray tracing extensions provide a cross-platform for leveraging hardware-accelerated ray tracing on GPUs from multiple vendors, including , , and . The core extension, VK_KHR_ray_tracing_pipeline, was initially introduced as a provisional NVIDIA-specific extension (VK_NV_ray_tracing) in 2018 and promoted to Khronos ratified status in 2020, enabling developers to build ray tracing that integrate with existing applications. This extension relies on acceleration structures, such as bottom-level structures (BLAS) for representation and top-level structures (TLAS) for hierarchies, which are built and managed via the companion VK_KHR_acceleration_structure extension to optimize ray traversal efficiency. binding tables (SBTs) serve as a key mechanism, allowing dynamic binding of ray generation, , , and callable shaders to specific ray types and outcomes during execution. These components support hardware ray tracing on compatible GPUs, promoting portability across Windows, , and other platforms without . Key features of Vulkan ray tracing include dynamic rendering via VK_KHR_dynamic_rendering, which eliminates the need for fixed render passes and allows flexible attachment of subpasses for hybrid rasterization and ray tracing workflows. Variable rate shading (VRS), extended through VK_KHR_fragment_shading_rate, can be combined with ray tracing to apply coarser shading rates in less critical areas, reducing computational overhead while maintaining visual fidelity. In 2024, the Vulkan roadmap introduced enhancements such as improved integration with mesh shaders (VK_EXT_mesh_shader) for handling meshlets—compact primitives that streamline calls—and better multi-threading support through expanded multi- indirect commands (VK_KHR_draw_indirect_count), enabling more efficient parallel command buffer recording for complex scenes. In November 2025, the released VK_EXT_ray_tracing_invocation_reorder, enabling Shader Execution Reordering (SER) in Vulkan ray tracing pipelines, which can improve performance by up to 47% in divergent workloads such as . These updates facilitate scalable ray tracing implementations, particularly for applications requiring high throughput. NVIDIA's OptiX, first released in 2009 as an SDK for programmable ray tracing, evolved into a CUDA-based framework optimized for GPUs, with OptiX 7 (launched in 2020) marking a shift to a low-level, CUDA-centric that grants developers fine-grained control over , traversal stacks, and custom intersection shaders. Later versions, starting from 7.1, integrated advanced features like curve primitives for hair and fur , tiled denoising for progressive rendering, and AI-accelerated denoising using 's OptiX Denoiser, which leverages Tensor Cores to reduce noise in low-sample path-traced images. OptiX 7.2 further enhanced the denoiser with support for layered arbitrary output variables (AOVs), allowing separate denoising passes for elements like and normals to improve in production pipelines. The framework is prominently used in , a collaborative platform for and rendering, where it powers ray tracing for virtual collaboration and digital twins. Vulkan's cross-platform nature enables unified development for consoles and PCs, allowing developers to share codebases across PC (Windows/) and console ecosystems (via or abstractions) for consistent ray-traced effects like reflections and shadows, though platforms like use proprietary APIs. In contrast, OptiX excels in offline and professional rendering workflows, offering recursive ray tracing pipelines that integrate seamlessly with for compute-intensive tasks such as simulation in film and . OptiX 9.0, released in February 2025, includes optimizations for NVIDIA's Blackwell architecture, leveraging features like shader execution reordering (SER) for improved efficiency. On Blackwell GPUs, ray tracing performance benefits from up to 2x faster RT Core throughput compared to prior generations, enabling full-scene at interactive frame rates. These advancements, combined with Vulkan's ongoing extensions, underscore a trend toward APIs that blend portability with hardware-specific accelerations for broader adoption in real-time graphics.

Performance and Optimization

Key metrics and benchmarks

Evaluating ray-tracing hardware requires standardized metrics that capture the efficiency of core operations such as ray traversal through acceleration structures and testing with scene geometry. One primary metric is RT-TFLOPS, which quantifies the teraflops of computational throughput dedicated to ray-triangle testing, a in ray-tracing pipelines accelerated by specialized units like RT Cores. Another key measure is GigaRays/s, representing the number of rays processed per second, which reflects overall ray-casting throughput in scenarios. BVH build time, typically expressed in milliseconds per frame, assesses the of constructing or refitting the (BVH), an essential acceleration structure for efficient ray traversal in dynamic scenes. Benchmark suites provide frameworks for consistent evaluation, incorporating scene complexity factors like triangle count and ray depth to simulate real-world demands. LumiBench, an open-source suite for GPU ray-tracing analysis, tests workloads with scenes ranging from procedural geometries (zero triangles) to highly detailed models exceeding 20 million triangles, while varying ray depths for effects like path tracing recursion. For professional applications, SPECviewperf 15 includes ray-tracing-specific subtests such as Enscape-01, which leverages for architectural visualization, evaluating performance across updated traces from tools like 2025 and Chaos 4.0. These suites emphasize factors like primary ray depth for shadows and secondary bounces for global illumination, ensuring benchmarks reflect computational intensity. Testing protocols in 2025 increasingly focus on hybrid workloads that integrate with rasterization for balanced rendering pipelines, measuring end-to-end frame times in combined RT + shading scenarios. Power efficiency, often reported as RT-TFLOPS per watt, accounts for thermal and energy constraints in sustained workloads. Emerging standards incorporate , which simulate full light transport with multiple bounces, as seen in updated SPECviewperf subtests and Vulkan-based simulations that track traversal ratios and shader overhead. Metrics have evolved significantly since 2018, with hardware ray-tracing throughput improving by over an through generational advancements in dedicated units; for instance, second-generation accelerators doubled intersection testing rates compared to first-generation designs, reaching up to 58 RT-TFLOPS from prior baselines around 34 RT-TFLOPS. Factors like denoising overhead are now routinely factored into benchmarks to evaluate AI-accelerated cleanup for interactive rates. General trends indicate that achieving 60 frames per second at with ray tracing in complex s—featuring millions of triangles and deep ray bounces—demands substantial RT-TFLOPS to maintain playable performance without excessive .

Techniques for efficiency

To achieve performance in ray-tracing hardware, ray and techniques group rays with similar directions or origins to minimize during traversal and improve utilization. These methods reorganize rays into coherent packets using hash-based or space-filling curves, reducing by ensuring sequential of rays that intersect nearby . For instance, compressing ray origins to 16-bit floating-point formats further enhances efficiency by lowering bandwidth demands during on GPUs. Such optimizations can yield up to 2x speedups in traversal-heavy workloads by exploiting spatial locality in hierarchies (BVHs). Denoising plays a critical role in enabling low-sample ray tracing for real-time applications, where AI-based methods reconstruct clean images from noisy renders accumulated over multiple frames. Temporal accumulation integrates data from prior frames to stabilize outputs, with neural networks predicting and filtering variance to handle motion and reduce artifacts in indirect . Hardware , such as NVIDIA's use of tensor cores for accelerating these neural denoisers, allows for real-time processing at 1-4 samples per by performing operations on low-precision data. This approach significantly lowers the ray count needed for acceptable quality, making path-traced effects feasible in dynamic scenes. Hybrid rendering combines tracing for secondary effects like and reflections with rasterization for primary , balancing computational cost and visual fidelity. Rasterization handles the base geometry pass efficiently on traditional pipelines, while tracing augments it with only where needed, such as in specular highlights. To optimize BVH traversal in this setup, level-of-detail () techniques adapt hierarchy resolution based on distance or importance, using fused BVHs that merge multiple LODs into a single structure for reduced build times and . This selective application ensures rates by limiting full tracing to 10-20% of pixels in typical scenes. Effective memory management is essential for ray-tracing accelerators, where on-chip stores traversal stacks to avoid frequent accesses during BVH navigation. Prefetching mechanisms anticipate ray paths by loading adjacent nodes into local , mitigating stalls in SIMD architectures. For animated scenes, dynamic BVH refits update hierarchies asynchronously in threads, rebuilding only affected subtrees to maintain without full recomputation each frame. These strategies reduce memory traffic in implementations, enabling higher throughput on resource-constrained GPUs. Advanced techniques like ReSTIR (Reservoir-based Spatiotemporal Importance Resampling) enhance efficiency by resampling light reservoirs across space and time, reusing valid samples from neighboring pixels and frames to converge indirect illumination with fewer rays. This method supports fully dynamic scenes at interactive rates, reducing variance in multi-bounce effects without complex data structures. By 2025, for neural radiance fields () has emerged as a focus, with co-designed architectures optimizing through Gaussian splatting and radiance caching on dedicated coprocessors. These integrate ray-tracing units for volume traversal, achieving real-time neural rendering speeds up to 10x faster than software baselines via hardware-accelerated .

Real-time rendering in gaming

Real-time ray tracing first gained prominence in video games with the launch of NVIDIA's RTX platform in 2018, enabling hardware-accelerated effects in titles such as Battlefield V and Shadow of the Tomb Raider, which utilized ray-traced reflections and shadows to enhance visual fidelity. By 2020, adoption expanded to consoles with the release of PlayStation 5 and Xbox Series X, both powered by AMD's RDNA 2 architecture featuring dedicated ray accelerators for real-time lighting and reflections. Entering 2025, ray tracing has become common in AAA titles, with over 250 games supporting it as of June 2025, including advanced implementations like path tracing in Cyberpunk 2077's Overdrive Mode, which simulates fully dynamic lighting across complex urban environments. The technology primarily enables realistic lighting effects, such as ray-traced (RTGI) for accurate light bounces and indirect lighting, ray-traced reflections on surfaces like water and metal, and enhanced shadows that respond dynamically to light sources. On consoles, RDNA 2's ray accelerators support these features at resolutions, as seen in games like : , where RTGI illuminates detailed environments without pre-baked lighting. These effects create more immersive atmospheres, with light interacting naturally across scenes, though they demand significant computational resources. Development tools like Unreal Engine 5 (UE5) have facilitated broader integration through features such as , a hybrid system that employs software and hardware ray tracing for dynamic and reflections, and Nanite, which handles high-fidelity geometry to complement RT rendering. However, real-time ray tracing often leads to frame rate drops—sometimes halving performance at high settings—necessitating upscaling technologies like DLSS or to maintain playable rates above 60 . Notable case studies include Metro Exodus Enhanced Edition (2021), which pioneered full ray tracing by replacing traditional rasterized lighting with RTGI and ray-traced reflections, achieving Hollywood-level realism on RTX GPUs with DLSS boosting performance up to 2x at 4K. In 2025, Cyberpunk 2077 exemplifies advanced adoption with its path-traced Overdrive Mode, supporting 8K rendering on high-end hardware like GeForce RTX 50 Series with DLSS, where multiple light bounces create photorealistic neon-lit streets, though requiring upscaling for stable frame rates. By 2025, ray tracing has solidified as a common feature in games, driving industry standards for visual quality and influencing demands, with developers prioritizing it to reduce reliance on time-intensive baked lighting workflows. However, some 2025 titles have opted out of hardware ray tracing to prioritize broader accessibility and performance. This shift has elevated player immersion across platforms, making realistic rendering accessible even on mid-range systems via optimized APIs and upscaling.

Professional and scientific uses

In the (VFX) and industries, ray-tracing hardware accelerates offline rendering workflows in tools like and by leveraging GPU-accelerated ray tracing via NVIDIA's OptiX engine, enabling high-fidelity simulations of light transport for complex scenes. facilitates real-time collaboration among distributed VFX teams, allowing iterative refinements to ray-traced assets without file transfers, which streamlines production pipelines for feature . By 2025, major productions have integrated RTX hardware for rapid previews, reducing iteration cycles from days to hours during previsualization and lighting setup. Architectural visualization benefits from ray-tracing hardware through real-time walkthroughs in software like Twinmotion, which supports on GPUs to deliver photorealistic lighting and reflections directly from CAD models. Integration with CAD tools via plugins enables seamless import of BIM data, allowing architects to simulate accurate and material interactions for client presentations and design validation. In , RTX-enabled ray tracing enhances material accuracy, such as rendering precise metallic and glass properties on vehicle prototypes, aiding engineers in evaluating and without physical mockups. Scientific applications utilize ray-tracing hardware for in , particularly in , where GPU acceleration processes and MRI datasets to visualize internal structures with high precision and reduced noise. In physics simulations, ray tracing models in climate studies, tracing photon paths through atmospheric volumes to compute energy balances with greater fidelity than traditional approximations. These hardware-accelerated methods support CPU/GPU workflows, where initial setup occurs on CPUs and intensive ray computations shift to GPUs for efficiency. Overall, ray-tracing hardware in professional contexts yields significant benefits, including up to 100x speedups in denoising noisy ray-traced images via AI-accelerated techniques, transforming times from days to hours in demanding VFX and simulation tasks. This efficiency enables more iterations in design reviews and scientific analyses, fostering innovation while maintaining physically accurate results.

Advancements beyond 2025

Following the advancements in dedicated ray-tracing hardware through 2025, next-generation architectures from major vendors are poised to enhance path tracing capabilities and integrate more deeply with AI acceleration. NVIDIA's Rubin architecture, anticipated for release in 2026, will feature enhanced GPU capabilities including RT cores for handling complex light interactions in dynamic scenes. Similarly, AMD's UDNA (or RDNA 5) GPUs, targeted for 2026-2027, incorporate patents detailing a redesigned ray accelerator with support for dense geometry formats and co-compute units, aiming to achieve performance parity with NVIDIA's Blackwell in ray-tracing workloads while enabling full path tracing at higher frame rates. Intel's Xe3 Celestial architecture for discrete GPUs, entering pre-silicon validation in 2025 with a projected launch in 2027, promises refined ray-tracing units integrated with AI upscaling, focusing on competitive efficiency for both discrete and integrated graphics. These developments build toward hardware-accelerated full path tracing, where multiple light bounces are computed in real-time without relying heavily on approximations. AI synergies are central to post-2025 ray-tracing hardware, with on-chip s increasingly used for techniques like radiance caching to optimize . NVIDIA's Neural Radiance Caching (NRC), originally detailed in 2021 research, employs Tensor Cores to approximate radiance fields, reducing the computational load for path-traced scenes by caching neural network predictions that cut evaluation times by 2-25 times compared to traditional methods, enabling real-time performance in dynamic environments. This approach is set to deepen integration in GPUs, where AI-driven denoising and caching will further minimize required samples for noise-free rendering. AMD's Redstone, extending into future architectures, incorporates neural radiance caching alongside machine learning-based ray regeneration, leveraging on-chip AI hardware to regenerate rays efficiently and reduce sample needs in path-traced pipelines. Such synergies not only accelerate rendering but also adapt to scene complexity, potentially halving noise in without additional bounces. Emerging form factors will embed ray-tracing hardware more pervasively, particularly in and devices. Successors to devices like Apple's Vision Pro are shifting toward lightweight glasses, with Apple prioritizing development of AI-enhanced smart glasses by 2026 that could incorporate mobile GPUs supporting ray tracing for realistic overlays in mixed-reality environments. Meta's prototype, evolving into consumer glasses around 2027, hints at integrated graphics capable of ray-traced effects for immersive holographics, driven by edge-optimized SoCs. into quantum-inspired algorithms offers additional potential; a 2022 study demonstrated up to 190% performance improvement (nearly 3x speedup) in ray-tracing workloads using quantum-classical methods, with ongoing advancements in 2025 exploring scalable implementations for complex scenes on specialized . These integrations prioritize low-power , aligning with sustainability goals through efficient APIs like evolving extensions that unify ray-tracing access across devices while minimizing energy use in battery-constrained platforms. By 2030, market forecasts indicate ray-tracing technology, including , will achieve near-universal adoption in consumer and professional , with the global RT cores market expanding significantly due to and optimizations. Innovations like neuromorphic-inspired , though nascent, could enable adaptive rendering by mimicking neural efficiency for transport simulations, addressing power challenges in edge devices. Overall, these advancements emphasize scalable, -augmented that balances with ethical considerations, such as reducing computational waste in rendering pipelines.

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