GPU Raytracing is going to be the future. The amount of effects that can be achieved through raytracing as well as how easy it is to code up makes it incredibly appealing (with the only downside being the rendering cost, obviously). This simple demo I put together in DirectX 9 to demonstrate simple GPU Raytracing with absolutely no spatial partitioning. The quality of the video isn’t perfect, but in the actual demo the surfaces of the spheres are infinitely detailed as there are no triangles needed to represent it; the sphere is its own geometric primitive! The next step in this demo is to integrate SAH KD-trees into the GPU. I attempted to do this without any sort of GPGPU language, but it proved to be massively difficult.