Hi
For the past few days I have been writing a realtime raytracer. I get 150fps with blinn-phong shading, one reflection ray and a gradient sky. It drops to about 30fps with 9 times anti aliasing which is to be expected and i am on a really crappy laptop.
Anyway, it has made me want to turn it into a simple ray traced game. Rendering the frames is the easy part, but making it interactive slows it way down. It is fast because of opencl/opengl interop by sharing a texture between the two eliminating the reading and writing from cpu to gpu each frame. As there is no way to update the position of the camera or objects via user input without sending info from the host without slowing it down, i am at a loss.
Is this the bottleneck everyone faces? Are there any workarounds? Do other platforms do things differently/better?
Curious to see what other people have done in this area.
Thanks