Add notes about future optimization possibilities.
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@@ -10,7 +10,10 @@
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/* Future optimization strategies:
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1. BBOX prune before loading shape data
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2. When doing bvh tree traversal do it once for entire batch of rays.
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2. Could reduce number of dmas for ray output data to a single read and write.
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By sharing the temporary work unit output structures across objects.
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3. The reason SpuRaycastNodeCallback1 is slower is because the triangle data isn't
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being cached across calls. Fix that by doing the final ray pruning inside the callback.
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*/
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/* Future work:
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