Closed jeremyBanks closed 7 years ago
The approach I was thinking off doesn't actually work in most of these scenes because the rays often do go off into infinity, and I need to check every object in those cases.
I think another common easy check is whether the objects are in front of the ray. Could probably combine this with the T expanding outwards to search the light cone effectively. Might need to do some micro-optimization around that to keep it affordable.
we should be able to get at least 25x here
Now that I've added a couple dozen objects to the scene, things are getting pretty slow.
I need to do a first-pass that at least sorts candidate objects by distance and uses their bounding radii to know when to stop checking.