How can I optimize ray tracing in C++ graphics applications?
To optimize ray tracing in C++, consider using spatial data structures like BVH or grids to reduce intersection tests.
What are BVH and grids, and how do they help with performance?
BVH (Bounding Volume Hierarchy) organizes objects in a tree structure, allowing for faster intersection tests. Grids partition space, reducing the number of checks needed.
Are there any specific algorithms I should implement for better performance?
Yes, you can implement algorithms like Whitted-style ray tracing for basic scenes or path tracing for more realistic lighting.
What about using multi-threading for ray tracing?
Multi-threading can significantly speed up ray tracing by distributing the workload across multiple CPU cores, improving performance.
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