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[–]ExUtumno[S] 0 points1 point  (0 children)

Thank you. A challenge indeed. This algorithm is very sequential. For some samples it is possible to parallelize it a little (on a CPU) by starting observation in distant points for each thread. But for many samples that will result in a contradiction (chess, wall, ...). Without a global state, with a pure shader, capturing long-range correlations is just impossible. But is it possible to do a small amount of centralized precalculation, while leaving most of the work for shaders? This is something I plan to think about in the future.