Raytracing in Swift part 2 is out! see how you can draw diffuse surfaces http://bit.ly/22ICTwF cc @Peter_shirleypic.twitter.com/LBFzqwlJGZ
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@warrenm how did you solve the slowness when sampling (ns = 100) the color to get rid of aliasing? as is, it’s O(N^3) which is not too good!
@mhorga_ I didn’t; I cranked down the count when testing, then turned it back up to reduce the noise when I wanted to make nice renders.
@warrenm it would be so great if we can make raytracing a bit faster by improving the cubic runtimes. maybe we can think of some Metal way 
@mhorga_ Acceleration structures like BVH help out enormously, and are covered in volume two.
@warrenm ha! you are always a few steps ahead of me… which is great! I get to learn more from you 
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