3 ms·
The bottlenecks for raytracing are primarily in scene traversal/intersection testing--which does not benefit from a GPU-accelerated array structure.
by tylermw 7y ago
The bottlenecks for raytracing are primarily in scene traversal/intersection testing--which does not benefit from a GPU-accelerated array structure.
- bicubic 7y agoYou are literally as wrong as it is possible to be wrong. http://hoxxep.github.io/webgl-ray-tracing-demo/ http://hoxxep.github.io/webgl-ray-tracing-demo/ https://devblogs.nvidia.com/accelerated-ray-tracing-cuda/ https://devblogs.nvidia.com/accelerated-ray-tracing-cuda/
- tylermw 7y agoNo, I'm not. I'm well aware of CUDA being used to accelerate raytracing. That cannot be accomplished by simply providing a GPU-accelerated data frame structure, as cuDF provides.