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Re:Announcing Microsoft DirectX Raytracing by dahart on Monday March 19, 2018 @10:16PM (#16625461)
I think the distillation is there already; if you want conditional BRDF importance sampling in DXR, it goes in the shaders, they're not providing that kind of fixed functionality in the same way that rasterization APIs used to.

By "simple framework" I mean the ability to trace rays, rather than the API specifics. What I had in mind is that by being able to trace rays at all, you can very easily get all the effects on the GGP's feature list, with less effort, wider generality, and higher quality than having to code up the buffering tricks required for things like screen space reflections or percentage closer shadows.

Sadly, I doubt the copy-pasta problem is going away any time soon... I think the trend is that it's getting worse.

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