Speaker: Christopher Osborne (Goobley)

Covers the DexRT astrophysics implementation. Topics: GPU-first design via Kokkos, atmospheric sparsity, mipmapping for upper cascades, Morton order storage (inspired by OpenVDB), ~40× perf/Watt GPU vs CPU.

The astrophysical context differs from game rendering, but the implementation techniques — sparse storage, mipmapping, memory layout — transfer to other domains.

Related: DexRT · Osborne & Sannikov 2024