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 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 
@mhorga_ It gets worse when you add metallics, where you have recursive scattering (though the specified recursion depth of 50 is excessive)
@warrenm ouch! I’m so not looking forward to more slowness 
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