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welcome to the balkan lecture series episode 6. my name is johannes unto gupenberger from the research unit of computer graphics at tiovin austria and in this episode we are going to take a deep dive into real time ray tracing this is how a real time rate racing pipeline looks like and we have already seen a small example of such a real-time ray-tracing pipeline in action during the previous episode episode 5 about pipelines and stages let us look at the example once again let us assume that we have put a small triangle mesh into our acceleration structure and let us further assume that we have put a procedurally described sphere into our acceleration structure what we can do next is to add an image and in a ray generation shader we are generating one ray per pixel of that image so that one ray is created and sent through acceleration structure traversal potentially in a massively parallel way if a gpu is used which supports hardware accelerated ray tracing letamp;#39;s look at one ra