Re: HW raytracing
GeLeTo said:
I expect that fast shader switching depending on the intersected surface will be more problematic than implementing recursion (unless you use some unified do-it-all shader for all pixels).
I'm not shure about your first statement. I did some applications where
we needed as much as 128 bounces, though only on some few pixels to
get reasonalbe results. This application was an prototype visualisation
and not a game though. The point is: if you have >100 bounces (or even
>10) on all pixels on the screen you are dead. But if it's only a few pixels,
it's not that bad and say you have a glass on desk. You need 1 ray where
you dont hit the glass. You need depth 5 or so where you hit the glass
(enter front layer, leave fron layer, enter back layer, leave back layer, hit
desk = 5). But then you get those few rays that get trapped in the glass
because they hit the surface in a slow angle and you get a fibre effect.
Here you may need 50 or 100 bounces, which doesn't make your scene
too slow because only a few rays are concerned, but it makes a big
difference to overall appearance.
But you are definately right on your second statement. It is a problem.
I don't dare to say which one is the bigger problem, recursion or context
switching, but they are both not nice.