Implementation
The test measures the peak ray-traversal performance of the GPU. All other work, such as illumination and post processing, is kept to a minimum. The ray tracing acceleration structure is built only once. As the scene is static
and non-animated, there is no need to update the acceleration structure during the test. The test casts primary rays only. The rays are approximately sorted by direction on the CPU during the test initialization, which is possible because
the sampling pattern in screen space is known beforehand. Generating the optimal ray order during initialization allows more coherent ray traversal for out-of-focus areas without the run-time cost of sorting.