Here is a presentation I gave earlier this year to the University of Twente. It's about how simple, lightly optimized code can dramatically optimize software performance, and why you might care:https://youtu.be/Ge3aKEmZcqY
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Replying to @cmuratori
Enjoyed the talk. Very much in spirit with what I've been preaching for the last years. Computers are fast if you don't give them unnecessary work. The trick you used for precomputing in the hit testing was neat! Maybe I'll get to use that someday.
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Replying to @ruben_we
This is a longstanding practice in ray intersection testing. Because the rays tested tend to vastly outnumber the primitives against which they are tested (at least at some part of the hierarchy), shifting computation away from the rays to the primitives tends to benefit.
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Replying to @cmuratori
Just a hobbyists when it comes to game dev and haven't written any custom algos or datastructures for raycasting since my university days. They didn't show us this one - or, quite possibly, I forgot all about it again :D Still very neat and the concept is generally applicable!
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Yes! Shifting computation between things that have different iteration counts is often a very profitable avenue for optimization. Sometimes (as in this case) it is very straightforward. Other times, it can be harder to figure out the transforms.
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