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ttsiodras
searching PlanetScale…
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19 ms
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181.
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by
ttsiodras
16y ago
Simple: the secondary rays don't "bunch" up together - there's no advantage to doing them in a second pass, you won't suddenly get coherence that way.
182.
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by
ttsiodras
16y ago
> Very nice post, though. Neatly organized and well written, I really enjoyed it. Blushing :-) Glad you enjoyed it, hope you have a chance to look at the GPL code, too.
183.
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by
ttsiodras
16y ago
Rasterization works per triangle - which means that each CUDA thread is working on a triangle. Which means that by definition, each thread reads/writes to a completely different place in the Z-buffer and reads from a completely different pl
184.
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by
ttsiodras
16y ago
Well it was a weekend project, so I am not sure it is exactly... elegant. But thank you, I accept the compliment :-) As for my negative conclusions... I wouldn't describe them as "negative", just "objective". Some algorithms are easily adap
185.
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by
ttsiodras
16y ago
> If you believe this, then I recommend doing a start-up I did ( http://www.tapeditor.com )
186.
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Corporation-level coding - venting steam (rant)
(users.softlab.ntua.gr)
2 points
by
ttsiodras
16y ago
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2 comments
187.
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Benchmarking Javascript in browsers
(semantix.gr)
2 points
by
ttsiodras
16y ago
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0 comments
188.
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A simple 3d benchmark in HTML5/Javascript
(semantix.gr)
1 points
by
ttsiodras
16y ago
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0 comments