Ray Tracing, Bounding Volume Hierarchy, Bvh, Axis Aligned, Tetrahedron Octahedron.
one float4 vector and we can compute it with just one vectorized subtraction and multiplication. The prerequisite here is that we have prepared a float4 ray origin and direction so that the w-component represents the -(x+y+z) axis. We can easily compute this sum of vector components by taking the