Raytracing 871000 Triangles in Real Time... on Intel Integrated Graphics @ProjectPhysX
Raytracing 871000 Triangles in Real Time... on Intel Integrated Graphics  @ProjectPhysX
Uploaded July 2021 | Updated September 2026, 2 weeks ago
This is the Stanford Dragon with 871414 triangle faces raytraced on the Intel UHD 630 integrated graphics, running at 60-100 frames per second in real time. This is only 1x raytraced reflections.

How is this possible? I wrote this raytracer in OpenCL, so it runs on basically anything, especially on non-RTX capable hardware. With pure raytracing, you would have to check all 870k triangles for intersection for every pixel on screen, which would take forever.
I use a hybrid rasterize-raytrace approach: First rasterize triangles and instead of the pixel color save their IDs in the bitmap. Then the raytrace kernel looks up the ID to immediately get the first intersecting triangle. This way the first intersection and reflection are basically free and it can even run smooth on a toaster.

See this video for more details:
youtu.be/cMRkf07jQ94?t=250
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Dr. Moritz Lehmann |

Raytracing 871000 Triangles in Real Time... on Intel Integrated Graphics

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