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2026-10-14 08:17:22 UTC

Doug Binks on Nostr: Finally got around to moving the atmospheric shadow loop in Avoyd's GPU path tracer ...

Finally got around to moving the atmospheric shadow loop in Avoyd's GPU path tracer to a wavefront approach like the rest of the code instead of a loop. I was mainly doing this to improve the insane shader compilation times, but it also improves hardware utilization. Measuring compilation perf is tricky as the driver caches pipelines, but I've measured a consistent 2x render perf increase on top of a recent 3x perf increase.

#Avoyd #Voxel #Minecraft #VoxelEditor #Pathtracing #Raytracing