GPU raytraced global illumination

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GPU raytraced global illumination

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This is probably as far as I'm going to take this little side-project. I've done what I set out to do, to make a raytracer that runs as fast as I'm willing to put in the effort to make it do so.

Also note that it also runs twice as fast on Linux. No idea why though :P
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Learning Global Illumination

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The real speed issue in practice I found is when you have more complex geometry, and you have to implement a bounding volume tree / ray marching or similar. Makes you realise how well optimized ray tracing systems have to be to get decent speed! :)

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Wow, this is a blast from the past. I guess I should add some more updated images to this collection.


It's actually incredibly simple to create a BVH from scratch once you know what you're doing, which you wouldn't think would be the case just from thinking about the problem. That's actually what I like most about this topic: it's really easy to get into, but mastery is extremely hard in any single aspect of pathtracing.

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