Development blog where I share my knowledge and projects
Tuning the renderer for up to 100x speedup
Optimizing memory access by combining the kernels into a single one
Guided Optimization
Move more rendering logic to the gpu
In previous posts we made the decision to copy all rays to the device even if they are done, But if a large proportion of rays is done, then we are wasting time copying them to the device.
I’ve been working on a highmap voxel renderer that generates the following renders: