On Sat, Oct 28, 2017 at 5:46 AM, Christopher Sean Morrison
<brl...@mac.com> wrote:
>
> Just FYI, came across this recent interesting thesis today:
> https://static1.squarespace.com/static/586d9c1c579fb3e289c4fc6a/t/590d31d81e5b6c8e16e0146c/1494036957162/Akshay_Shah_Thesis_CGGT_final.pdf
>
> Along with an interactive online path visualizer:
> http://darioseyb.com/pathgraph/
>
> Source code here: https://github.com/daseyb/pathgraph

Thanks for the link. This is an interesting topic. I had a student
work on ray reordering two years ago:
https://sites.google.com/site/vascocosta/GRAPP2017.pdf

He wasn't concerned with material sorting because we did not have
complex material evaluators in our rendering pipeline. So he focused
on sorting rays spatially.
You usually spend a lot of time performing the sort if you have a lot
of rays. Scene complexity is a minor issue.

You might also find this one interesting:
http://research.nvidia.com/publication/megakernels-considered-harmful-wavefront-path-tracing-gpus

I also had another student at roughly the same time who implemented
VCM with both OptiX and Embree.

-- 
Vasco Alexandre da Silva Costa
PhD in Computer Engineering (Computer Graphics)
Instituto Superior Técnico/University of Lisbon, Portugal

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