Main Context: In Part 2: Basics of Ray Tracing, NVIDIA's Eric Haines runs through the basics of For rendering screen-filling geometry we usually have to choose between a screen-aligned quad and a screen-aligned triangle.

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In Part 2: Basics of Ray Tracing, NVIDIA's Eric Haines runs through the basics of For rendering screen-filling geometry we usually have to choose between a screen-aligned quad and a screen-aligned triangle.

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  • For rendering screen-filling geometry we usually have to choose between a screen-aligned quad and a screen-aligned triangle.
  • In Part 2: Basics of Ray Tracing, NVIDIA's Eric Haines runs through the basics of

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Ray Tracing Essentials Part 2: Rasterization versus Ray Tracing

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