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Unity + Compute shaders + GPU Radix sort + LBVH + Wave intrinsics + Raytracing

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drzhn/UnitySimpleRaytracing

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UnitySimpleRaytracing

Software raytracing implementation on the GPU (BVH building and traversal). Used LBVH+radix sort on the spatial subdivision part.

Based on these articles

WARNING: for GPU sorting part I used new HLSL wave intrinsics for scan stage. So it's obligation to run this project on Nvidia GPUs because of lane size equal to 32.