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I mean, about 5 years ago there were many folks that were trying to do raytracing using GPU compute rather than the current methods, it was essentially treating the CPU as a giant parallel software rendered. The results were pretty good even then.


Raytracing using GPU compute is pretty much the norm for offline rendering, for example Blenders Cycles renderer has support for all major GPUs: https://docs.blender.org/manual/en/latest/render/cycles/gpu_...

It is telling of the GPU compute landscape that there is separate implementation for each vendor




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