lisyarus,
@lisyarus@mastodon.gamedev.place avatar

I managed to fix the GPU hanging issues but the "optimized" BVH traversal in compute shader still works slower than the unoptimized one 😭

In other news, I tried the Möller–Trumbore ray-triangle intersection algorithm, and it too turned out to be a bit slower than my extremely direct algorithm that just solves a linear system:

image/png

mmby,
@mmby@mastodon.social avatar

@lisyarus I'm not sure but could it be the branching in the Möller-Trumbore?

I seem to remember reading that all shader branches may get executed so the early-outs might not do much.

lisyarus,
@lisyarus@mastodon.gamedev.place avatar

@mmby Yep, that was my thinking as well! I guess this algorithm benefits more on the CPU than GPU.

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