title: Reduce calculations while Raytracing
body: <p>I've written my own 3D Game Engine (it took me a year) and I wanted to create a Raytracer that runs on my CPU (not the GPU!!)</p>
  
  <p>For now, the ray tracing process is simplified like this:</p>
  
  <ol>
  <li>Cast a ray for each output pixel.</li>
  <li>If the current ray hits an object, set the output pixel color to "white"</li>
  <li>Otherwise set it to black</li>
  </ol>
  
  <p>To increase the speed of the ray tracer, I added a spherical bounding box to each Entity. If the current ray intersects the bounding box, it will run the intersection tests with each triangle of the Entity.</p>
  
  <p>I am using the quickest methods on ray-triangle-intersection and ray-point-distance but still each ray has to test every single triangle of each Entity that might be intersected.  </p>
  
  <p>As a result, it takes me over 5 minutes to render an object (1920x1080) with around 10000 polygons and I think that's not what I want.</p>
  
  <p><strong>Is there any way of reducing the amount of triangles that I need to check?</strong></p>
  
  <p>Greetings, Finn</p>