Occlusion Culling in Batched Ray Traversal
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In this work we study ray traversal of scenes that do not fit in system memory. More precisely, we continue with the work of Pharr et al. on batched ray traversal. We propose to store a simplified representation of the scene’s geometry to quickly cull rays that do not hit anything. This reduces the number of disk accesses and our results show that it can more than double rendering performance.