New wisdom on offline/interactive rendering

* Tracing rays is fast, shading is slow

* normalize is slow and should be avoided as much as possible

* C is not faster than C++, correct use of C++ features can improve performance

* SSE is not always faster, should be used without load and store from FPU

* Taking branch is slower, computation is faster

* Computation is fast, accessing memory is slow

* Do not stuck the stack memory, make best use of registers

* Write clean code, optimize when the code is clean enough

* Always use a profiler, the bottleneck is not what you expect for most of the time

原文地址:https://www.cnblogs.com/len3d/p/2911253.html