The first post in this series, Path Tracing Optimization in Indiana Jones™: Shader Execution Reordering and Live State Reductions, covered ray-gen shader…
The first post in this series, Path Tracing Optimization in Indiana Jones™: Shader Execution Reordering and Live State Reductions, covered ray-gen shader level optimizations that sped up the main path-tracing pass (“TraceMain”) of Indiana Jones and the Great Circle™. This second blog post covers additional GPU optimizations that were made at the level of the ray-tracing acceleration…