Having finished with most of the CPU aspect of the project, we started work on transfering the BVH and ray data to the GPU via textures. We had to review the necessary steps to convert and pass the data as textures and ran into a few roadblocks in trying to do so. Fortunately, we were able to figure most of the issues out. Currently we believe we have correctly passed the data, but are not really sure how to effectively test it. The next step we will then tackle will be formulating and coding the ray intersection test on the GPU based on the paper [1]. Hopefully this will go smoothly so we can move on to getting the results and outputting them to the screen asap. We are still excited.
[1] “A Comparison of Acceleration Structures for GPU Assisted Ray Tracing” by Niels Thrane and Lars Ole Simonsen.