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I wish there was more information about the acceleration structures and how they're generated.

When I worked on hardware raytracing, my conclusion was that the actual tracing was not the difficult part. That can be very well optimized, requires very little silicon to do and is only really limited by memory bandwidth.

The difficult part for real-time raytracing of animated scenes is generating efficient acceleration structures fast enough.

It makes sense that the API for this is opaque, but it would still be nice to know what goes on behind the scenes.




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