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super fast mbvh4 traversal and triangle intersection

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we have developed 2 new traversal methods for mbvh4. One for coherent transport and one for incoherent ray traversal (e.g. diffuse bounces >= 2nd order). on top of that new triangle intersectors have been implemented to further speedup the process of rendering triangle meshes. the traversal methods outperform current embree kernels  by up to 4x for camera rays, primary occlusion, ao and 2x for incoherent ray transport. we also did some measurements against gpu hardware (titan and others). for some setups our kernels perform better than any state of the art gpu implementation (e.g. "understanding the efficiency of ray traversal on gpus") when only simple shading was activated. a highly optimized cpu path tracer (developed with the techniques above) outperforms easily any gpu pt when it comes to complex light transport. intels upcoming avx-512 enabled cpus will push this gap even further. more infos are available here: http://rapt.technology/
 

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Cool stuff, definitely will read it when I get the chance.  That said when it comes to games, the problem (I find) isn't so much as rendering, as is generating the BHV's (or whatever data structure we're using) in real-time.  Now if you could get that running super fast on a GPU...  Good job none-the-less :)

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