Back in the mid-to-late 1980’s, a debate was raging in the ray tracing community. This was a time when ray tracing was far too slow to be considered useful outside of academic circles, and several intersection-culling data structures (e.g., grids, octrees, k-d trees, bounding volume hierarchies, etc.) were introduced to speed it up. Many experts vigorously voiced their opinions as to which data structure was the best, and the debate raged on. Decades later, some of those data structures survived and found an appropriate place in ray tracing (and some in volume graphics), and they are currently thriving thanks to architectural advances in CPUs and especially in GPUs.
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