It has been a while since I posted my last update. I have made some major changes since then. I am still working on optimizations of the ray traversal algorithms and data structures. I have implemented soft shadows and glossy specular reflection by using a technique that loosely follows what Cyril Crassin pioneered and what Epic's Unreal Engine 4 is using for dynamic lighting (Sparse Voxel Octree Cone Tracing).
Models courtesy of Dmitriy Parkin (Imrod), Happy Buddha and Dragon (Stanford 3D Scanning Repository)
Thanks to Jon Olick for optimization tips.
Thanks to Jon Olick for optimization tips.
800x600 @ 25-60 fps (2x GTX 680)
Surprisingly, the performance on an Nvidia Geforce GTX 580 is not much slower than a single GTX 680. I suppose there are some ways I could better take advantage of the Kepler architecture of the 680 over the 580's Fermi.