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683e31fd80d36cffe4c65cfc0e973bb191889eee
It now uses a quality slider instead of stride. Lower quality takes larger strides between samples and use lower mips when tracing rough rays. Now raytracing is done entierly in homogeneous coordinate space. This run much faster. Should be fairly optimized. We are still Bandwidth bound. Add a line-line intersection refine. Add a ray jitter between the multiple ray per pixel to fill some undersampling in mirror reflections. The tracing now stops if it goes behind an object. This needs some work to allow it to continue even if behind objects.
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Archive of Blender with old branches
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