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Home/ Questions/Q 8458255
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Editorial Team
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Editorial Team
Asked: June 10, 20262026-06-10T13:01:43+00:00 2026-06-10T13:01:43+00:00

The answer would seem to be no, because raymarching is highly conditional i.e. each

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The answer would seem to be no, because raymarching is highly conditional i.e. each ray follows a unique execution path, since on each step we check for opacity, termination etc. that will vary based on the direction of the individual ray.

So it would seem that SIMD would largely not be able to accelerate this; rather, MIMD would be required for acceleration.

Does this make sense? Or am I missing something(s)?

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  1. Editorial Team
    Editorial Team
    2026-06-10T13:01:44+00:00Added an answer on June 10, 2026 at 1:01 pm

    As stated already, you could probably get a speedup from implementing your
    vector math using SSE instructions (be aware of the effects discussed
    here – also for the other approach). This approach would allow the code
    stay concise and maintainable.

    I assume, however, your question is about “packet traversal” (or something
    like it), in other words to process multiple scalar values each of a
    different ray:

    In principle it should be possible deferring the shading to another pass.
    The SIMD packet could be repopulated with a new ray once the bare marching
    pass terminates and the temporary result is stored as input for the shading
    pass. This will allow to parallelize a certain, case-dependent percentage
    of your code exploting all four SIMD lanes.
    Tiling the image and indexing the rays within it in Morton-order might be
    a good idea too in order to avoid cache pressure (unless your geometry is
    strictly procedural).

    You won’t know whether it pays off unless you try. My guess is, that if it
    does, the amount of speedup might not be worth the complication of the code
    for just four lanes.

    Have you considered using an SIMT architecture such as a programmable GPU?
    A somewhat up-to-date programmable graphics board allows you to perform
    raymarching at interactive rates (see it happen in your browser here).

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