Perhaps you can use some sort of priority Queue on regions if the image or groups of triangles where triangles with higher priority have a higher accuracy of ray tracing while those with lower accuracy can get blurrier?
ja5087
The use of tree/partitioning data structures like Quad trees and Binary Space Partitions that can accelerate procedures is used extensively in games like Doom (and games from that lineage including Quake and Valve's Source Engine). There's a nice but very old faq about using them that I found here
YIYANGCAI
In some parts where the content are similar, such as the background with a single color, can we apply some algorithm to extract them out and use far larger triangles to represent these areas?
alexkassil
Instead of having a full grass or leaves be rendered, for less important/far away items one can just make it a texture on a big triangle
Perhaps you can use some sort of priority Queue on regions if the image or groups of triangles where triangles with higher priority have a higher accuracy of ray tracing while those with lower accuracy can get blurrier?
The use of tree/partitioning data structures like Quad trees and Binary Space Partitions that can accelerate procedures is used extensively in games like Doom (and games from that lineage including Quake and Valve's Source Engine). There's a nice but very old faq about using them that I found here
In some parts where the content are similar, such as the background with a single color, can we apply some algorithm to extract them out and use far larger triangles to represent these areas?
Instead of having a full grass or leaves be rendered, for less important/far away items one can just make it a texture on a big triangle