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Clarify text in motivation.
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rasmusnv committed Oct 24, 2024
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Expand Up @@ -32,11 +32,11 @@ execution of traversal, intersection testing, anyhit shading and closesthit or
miss shading imposes various restrictions on the programming model that, again,
can increase the amount of developer effort and decrease performance. One
aspect is that common code, e.g., vertex fetch and interpolation, must be
duplicated in all closesthit shaders. This can cause more code to be generated
in a divergent execution environment. Furthermore, `TraceRay`'s nature
requires that simple visibility rays unnecessarily execute hit shaders in
order to access basic information about the hit
which must be transferred back to the caller through the payload.
duplicated in all closesthit shaders. This can cause more code to be generated,
which is particularly problematic in a divergent execution environment.
Furthermore, `TraceRay`'s nature requires that simple visibility rays
unnecessarily execute hit shaders in order to access basic information about
the hit which must be transferred back to the caller through the payload.

## Proposed Solution

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