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nemesis wrote:
> In any cases, you get it wrong: the amazing speed up is not due to
> native GPU triangle handling, but faster ray intersection calculations
> thanks to the GPU sheer parallel vector processing. You can see that in
> smallptGPU where you get perfect math spheres much faster, no meshes in
> sight.
>
Spheres are the other special, easy, case. Any ray that comes within
-radius- of -center point- must intersect the sphere, with a surface
normal that is pretty easy to compute. From that, the diffuse,
reflection, and so on. The math, as obvious by the very short
intersection code in smallpt, is easy and compact.
Now, for any given cone, with arbitrary rotation and ratio of base to
height, provide a fast general case for the ray intersection test, that
will give you the same information. Single test, just to be clear, not
separate cases for the disc bottom and cone top.
Then cube, then spline lathe, SOR, blobs . . .
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