Original Post
I'm wanting to optimise ray casting for ambient occlusion purposes. For a high quality render, we are casting near 4k rays per texel on the destination texture. This gets a bit slow, but even with less rays for "preview" purposes it's quite slow. We are currently using a well optimised octree to accellerate the ray casts. To be honest, I wouldn't be expecting or looking for *much* better performance if it weren't that NVidia's Melody seems to handle large numbers of rays for ambient occlusion considerably quicker. Does anyone know what they might be doing? I have considered a number of potential optimisations but I don't think any would be very general purpose or effective. I would still stick to ray casting and not something more approximate but a limited quality or accuracy sacrifice is fine for a preview mode.