My renderer update – Instant Radiosity moved on GPU

With ray-tracing as the framework, Instant Radiosity is mainly about point lights record and replacing.

In my application, point lights are collected in the iterative ray recursion process, and they will be passed into the second pass. No tricks here.

The problem is: GPU execution cannot exceed a certain time, several seconds, so in the computers in my lab, more than 300 point lights will trigger crash. – LIGHTCUTS!

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