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TimorousBestietoday at 3:37 PM1 replyview on HN

I don’t know much about raytracing but it’s probably tricky to orchestrate all those asin calls so that the input and output memory is aligned and contiguous. My uneducated intuition is that there’s little regularity as to which pixels will take which branches and will end up requiring which asin calls, but I might be wrong.


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scottlambtoday at 3:57 PM

I'd expect it to come down to data-oriented design: SoA (structure of arrays) rather than AoS (array of structures).

I skimmed the author's source code, and this is where I'd start: https://github.com/define-private-public/PSRayTracing/blob/8...

Instead of an `_objects`, I might try for a `_spheres`, `_boxes`, etc. (Or just `_lists` still using the virtual dispatch but for each list, rather than each object.) The `asin` seems to be used just for spheres. Within my `Spheres::closest_hit` (note plural), I'd work to SIMDify it. (I'd try to SIMDify the others too of course but apparently not with `asin`.) I think it's doable: https://github.com/define-private-public/PSRayTracing/blob/8...

I don't know much about ray tracers either (having only written a super-naive one back in college) but this is the general technique used to speed up games, I believe. Besides enabling SIMD, it's more cache-efficient and minimizes dispatch overhead.

edit: there's also stuff that you can hoist in this impl. Restructuring as SoA isn't strictly necessary to do that, but it might make it more obvious and natural. As an example, this `ray_dir.length_squared()` is the same for the whole list. You'd notice that when iterating over the spheres. https://github.com/define-private-public/PSRayTracing/blob/8...

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