I understand space partitioning has improved object searches over the old brute-force method, but is there any solution for the random memory access patterns of searching for ray hits? If a ray is cast in a direction, the only way to know if its hit an object, and where on that object, is to read the object coordinates and test them all. I don't see how that can be calculated without memory accessing of the order of number of objects in the scene.
No they don't. They have upset market positions in two markets they entered recently ... but they did it with polish, not revolution. Sony up till recently was the revolutionary in the console market, but given how PS3 turned out that's unlikely to continue.Apple always revolutionizes a field when it enters it
As I said, breadth first raytracing solves this to an extent.However, the visit of the acceleration structure (usually some kind of tree) leads to very scattered memory accesses after few nodes and this seems the major problema the moment.
No they don't. They have upset market positions in two markets they entered recently ... but they did it with polish, not revolution. Sony up till recently was the revolutionary in the console market, but given how PS3 turned out that's unlikely to continue.
As I said, breadth first raytracing solves this to an extent.