Daily Pathtracer 12: GPU Buffer-Oriented D3D11
The Astronauts
APRIL 25, 2018
Introduction and index of this series is here. In the previous post, I changed the CPU path tracer from recursion (depth first) based approach to “buffer based” (breadth first) one. It got slightly slower on PC, and stayed around the same performance on a Mac. I was curious how a similar approach would work on the GPU. Would it be slower or faster than a “super naïve GPU path tracer” I had before?
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