An introduction to workgraphs part 2: Performance

In the previous blog post I described a simple workgraph implementation of a hybrid shadowing system. It was based on a tile classification system with 3 levels (or nodes in workgraph parlance), one to decide which tiles are facing away from the Sun, and as such need no shadows, one to raymarch the surviving tiles’ pixels towards the Sun and look for collisions in the depth buffer and a final one to raytrace the remaining pixels to find collisions in the acceleration structure. In this blog post I explore workgraphs performance a bit and share some observations.

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An introduction to workgraphs part 2: Performance