On Mar 5, 2015, at 9:27 AM, Vasco Alexandre da Silva Costa 
<vasco.co...@gmail.com> wrote:

> I see. But double precision floating point math is a lot slower than single 
> precision on certain architectures like the lower end NVIDIA cards. e.g. the 
> GeForce GTX 780 Ti has 5048 SP GFLOPS but only 210 DP GFLOPS. Even on the 
> higher end NVIDIA cards the DP FLOPS are like a third of the SP FLOPS. The 
> rendering system should be tunable for either speed or accuracy. That kind of 
> complicates things. As a first approach we can work only on getting the 
> double precision to work but the performance will suffer a great deal.

Absolutely understood, but it’s not just speed vs accuracy.  If a ray that 
should mathematically hit an object reports a miss, we will produce incorrect 
analysis results, which could lead to incorrect decisions that affect 
manufacturing designs or even impact lives.

Imagine a calculator that will report 2+2=[5,4,3] VERY quickly, much faster 
than one that reports 2+2=4 every time.  Would that be very useful?  Perhaps 
for some situations, but not for most math problems.  That’s kind of our 
situation here.  We don’t do raytracing for pretty pictures.  Fast and wrong is 
useless for our purposes.  

If single precision can be made to match results, that will obviously be more 
desirable and faster.  Frankly don’t care if ti's single or double precision, 
but the behavior of a ray that should hit or miss must be demonstrably 
mathematically correct or at least consistent with current behavior.

Cheers!
Sean


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