ื˜ื›ื ื•ืœื•ื’ื™ื™ืช ืžืขืงื‘ ืื—ืจ ืงืจื ื™ Radeon Rays 4.0 ื‘ืงื•ื“ ืคืชื•ื— ืฉืœ AMD

ื›ื‘ืจ ืกื™ืคืจื ื•ืฉ-AMD, ื‘ืขืงื‘ื•ืช ื”ื”ืฉืงื” ื”ืžื—ื•ื“ืฉืช ืฉืœ ืชื•ื›ื ื™ืช GPUOpen ืฉืœื” ืขื ื›ืœื™ื ื—ื“ืฉื™ื ื•ื—ื‘ื™ืœืช FidelityFX ืžื•ืจื—ื‘ืช, ื”ื•ืฆื™ืื” ื’ื ื’ืจืกื” ื—ื“ืฉื” ืฉืœ ื”-AMD ProRender renderer, ื›ื•ืœืœ ืกืคืจื™ื™ืช ื”ืืฆืช ืงืจื ื™ื™ื ืžืขื•ื“ื›ื ืช Radeon Rays 4.0 (ืฉื ื•ื“ืขื” ื‘ืขื‘ืจ ื‘ืฉื FireRays).

ื˜ื›ื ื•ืœื•ื’ื™ื™ืช ืžืขืงื‘ ืื—ืจ ืงืจื ื™ Radeon Rays 4.0 ื‘ืงื•ื“ ืคืชื•ื— ืฉืœ AMD

ื‘ืขื‘ืจ, Radeon Rays ื™ื›ืœื” ืœืคืขื•ืœ ืจืง ื“ืจืš OpenCL ืขืœ ืžืขื‘ื“ ืื• GPU, ื•ื–ื• ื”ื™ื™ืชื” ืžื’ื‘ืœื” ื“ื™ ืจืฆื™ื ื™ืช. ื›ืขืช, ืœืื—ืจ ืฉืื•ืฉืจื• ื›ื™ ืžืื™ืฆื™ ื”-RDNA2 ื”ืงืจื•ื‘ื™ื ืฉืœ AMD ื›ื•ืœืœื™ื ื™ื—ื™ื“ื•ืช ืžืขืงื‘ ืื—ืจ ืงืจื ื™ ื—ื•ืžืจื”, Radeon Rays 4.0 ืžืงื‘ืœ ืกื•ืฃ ืกื•ืฃ ืื•ืคื˜ื™ืžื™ื–ืฆื™ื•ืช BVH ืฉืชื•ื›ื ื ื• ื‘ืžื™ื•ื—ื“ ืขื‘ื•ืจ GPUs, ื™ื—ื“ ืขื ืชืžื™ื›ื” ื‘ืžืžืฉืงื™ API ื‘ืจืžื” ื ืžื•ื›ื”: Microsoft DirectX 12, Khronos Vulkan ื•- Apple Metal. ื›ืขืช ื”ื˜ื›ื ื•ืœื•ื’ื™ื” ืžื‘ื•ืกืกืช ืขืœ HIP (Heterogeneous-Compute Interface for Portability) - ืคืœื˜ืคื•ืจืžืช ืžื—ืฉื•ื‘ ืžืงื‘ื™ืœื™ืช AMD C++ (ืžืงื‘ื™ืœื” ืœ-NVIDIA CUDA) - ื•ืื™ื ื” ืชื•ืžื›ืช ื‘-OpenCL.

ื˜ื›ื ื•ืœื•ื’ื™ื™ืช ืžืขืงื‘ ืื—ืจ ืงืจื ื™ Radeon Rays 4.0 ื‘ืงื•ื“ ืคืชื•ื— ืฉืœ AMD

ื”ื“ื‘ืจ ื”ื›ื™ ืžืขืฆื‘ืŸ ื”ื•ื ืฉ-Radeon Rays 4.0 ืฉื•ื—ืจืจ ืœืœื ืงื•ื“ ืคืชื•ื—, ื‘ื ื™ื’ื•ื“ ืœื’ืจืกืื•ืช ืงื•ื“ืžื•ืช ืฉืœ ื”ื˜ื›ื ื•ืœื•ื’ื™ื”. ืœืื—ืจ ืชืœื•ื ื•ืช ืฉืœ ื›ืžื” ืžืฉืชืžืฉื™ื, AMD ื”ื—ืœื™ื˜ื” ืœื‘ื˜ืœ ื—ืœืงื™ืช ืืช ื”ื—ืœื˜ืชื”. ื–ื” ืžื” ืฉื›ืชื‘ืชื™ ืžื ื”ืœ ืžื•ืฆืจ ProRender, ื‘ืจื™ืืŸ ืกื‘ืจื™:

"ื‘ื“ืงื ื• ืžื—ื“ืฉ ืืช ื”ื ื•ืฉื ื”ื–ื” ื‘ืื•ืคืŸ ืคื ื™ืžื™ ื•ื ื‘ืฆืข ืืช ื”ืฉื™ื ื•ื™ื™ื ื”ื‘ืื™ื: AMD ืชืคืจืกื ืืช Radeon Rays 4.0 ื›ืงื•ื“ ืคืชื•ื—, ืืš ื—ืœืง ืžื˜ื›ื ื•ืœื•ื’ื™ื•ืช AMD ื™ื•ืฆื‘ื• ื‘ืกืคืจื™ื•ืช ื—ื™ืฆื•ื ื™ื•ืช ื”ืžื•ืคืฆื•ืช ื‘ืชื•ืš ื”-SLA. ื›ืคื™ ืฉืฆื•ื™ืŸ u/scotterkleman ื‘ืฉืจืฉื•ืจ ืขืœ ื”ื”ื“ื’ืžื” ื”ืžื“ื”ื™ืžื” ืฉืœ Unreal Engine 5, ืื ื• ืžื—ื•ื™ื‘ื™ื ืœืกืคืง ืกืคืจื™ื•ืช ืžืขืงื‘ ืงืจื ื™ื™ื ื ืคื•ืฆื•ืช ืฉืื™ื ืŸ ืงืฉื•ืจื•ืช ืœืกืคืง ืื—ื“. ื–ื” ื›ืœ ื”ืขื ื™ื™ืŸ ืฉืœ Radeon Rays, ื•ืœืžืจื•ืช ืฉื–ื” ืจืขื™ื•ืŸ ืœื ืจืข ืœื”ืคื™ืฅ ืกืคืจื™ื•ืช ืขื ืจื™ืฉื™ื•ืŸ ืžืชื™ืจื ื™, ื‘ื”ืชื‘ืกืก ืขืœ ื”ืžืฉื•ื‘ ืฉืœืš, ื”ื—ืœื˜ื ื• ืœื”ืžืฉื™ืš ื•ืœืคืชื•ื— ืืช ื”ืงื•ื“ ื‘ืงื•ื“. ืื– ื‘ื‘ืงืฉื” ื”ืžืฉืš ืœื‘ื ื•ืช ื“ื‘ืจื™ื ืžื’ื ื™ื‘ื™ื ืขื Radeon Rays, ื•ืื ืืชื” ืžืกื•ื’ ื”ืžืคืชื—ื™ื ืฉืจื•ืฆื” ื’ื™ืฉื” ืœืงื•ื“ ื”ืžืงื•ืจ ืขื›ืฉื™ื•, ืฆื•ืจ ืื™ืชื ื• ืงืฉืจ ื“ืจืš ื“ืฃ github ืื• GPUOpen. ืžืงื•ืจื•ืช ืขื‘ื•ืจ Radeon Rays 2.0 ืขื“ื™ื™ืŸ ืคื ื•ื™".

ืืœื• ื‘ื”ื—ืœื˜ ื—ื“ืฉื•ืช ื˜ื•ื‘ื•ืช ืœืžื™ ืฉืจื•ืฆื” ืœื”ืฉืชืžืฉ ื‘ืงืจื ื™ Radeon, ื‘ืžื™ื•ื—ื“ ืžื›ื™ื•ื•ืŸ ืฉ-AMD ProRender ื–ืžื™ืŸ ื›ืขืช ืขื ื”ืจืฉืžื™ ื•- ืชื•ืกืฃ ื—ื™ื ื ืขื‘ื•ืจ Unreal Engine.

ื˜ื›ื ื•ืœื•ื’ื™ื™ืช ืžืขืงื‘ ืื—ืจ ืงืจื ื™ Radeon Rays 4.0 ื‘ืงื•ื“ ืคืชื•ื— ืฉืœ AMD



ืžืงื•ืจ: 3dnews.ru

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