Showing posts with label AABB. Show all posts
Showing posts with label AABB. Show all posts

2018/06/21

The other Pathtracer 4: Optimizing AABB-Ray intersection

This post is about optimizing the AABB tree that we're using as our main acceleration structure.
I will use the polly scene from previous post for the tests, but have increased the output resolution to get results a bit more meaningful.



Initial performance:
Scene: Project Polly
Resolution: fullHD 1920x1080
Primary rays per pixel: 64
Results: 200 s, ~660k Rays/s

Taking a first look at the profiler, there's an obvious fail: