Some of the optimisations needed:
- Migrate to the new sparse voxel format on the gpu (ez?)
- Shoot beams instead of rays
- Shoot less rays at a distance
Weird ideas rolling around my brain:
- Binary search traversal instead of stepping (since we have solid geometry)
Research:
I need to understand the Digital Differential Analyzer algorithm better. Basically, this can be insanely fast, but the current version is pretty basic bitch. However - I have the pipeline and all the geometry in there for realtime raytracing, reflections, shadows, global illumination, ambient occlusion, and physics on the GPU (using compute shaders).
Which is kind of insanely awesome for 3 days work.