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Ray Tracing [C++ & SDL2] - PERFORMANCE (Episode 23)

Автор: QuantitativeBytes

Загружено: 2023-01-30

Просмотров: 803

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Ray Tracing [C++ & SDL2] - PERFORMANCE (Episode 23)

After talking about it for a long time, I'm finally taking a look at performance with qbRAY. In this episode, I go over some of the easiest things that we can do to decrease the rendering time. Ultimately, I will go on to look at multithreading, but it makes sense to increase the efficiency of the single-thread implementation as much as we can first.

As with all of my videos, I show the code that I have developed to solve the particular problems that I need to solve, with the hope that it may provide sufficient background and inspiration to allow you to go on to develop your own code if you wish to. My code may not be the most appropriate solution to the problem you are trying to solve, so I urge you to consider the problem carefully and decide for yourself on the most appropriate solution. I make every effort to ensure that my code works as it should and is free of bugs, but of course I cannot provide any guarantees. If you use my code as shown, I strongly encourage you to make sure that you test it thoroughly to ensure that it works as you need it to. If you find a bug, do please let me know in the comments!

The Github repository for this series can be found here:
https://github.com/QuantitativeBytes/...

The Github repository for my linear algebra library can be found here:
https://github.com/QuantitativeBytes/...

#raytracing #cplusplus #rendering #pathtracing #qbray

Ray Tracing [C++ & SDL2] - PERFORMANCE (Episode 23)

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