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@@ -112,7 +121,7 @@ Implementing gamma correction is very trivial. But it is necessary if we want ou
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#### Fast Intersection: Stackless SAH-Based Bounding Volume Hierarchy
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Ray-scene intersection is probably the best time consuming part of
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Ray-scene intersection is probably the best time consuming part of of ray tracing process. In a naive method we try to intersect every ray with every object in the scene, which is
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I did two levels of optimization.
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@@ -144,7 +153,7 @@ In general, it's a tradeoff between thread concurrency and time spent accessing
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There is a paper stressing this point, from which I also got the idea to additionally implement a single kernel tracer
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-[[Progressive Light Transport Simulation on the GPU: Survey and Improvements]](https://cgg.mff.cuni.cz/~jaroslav/papers/2014-gpult/2014-gpult-paper.pdf)
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-[*Progressive Light Transport Simulation on the GPU: Survey and Improvements*](https://cgg.mff.cuni.cz/~jaroslav/papers/2014-gpult/2014-gpult-paper.pdf)
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