It seems to make sense that calculating an intersection point takes longer than traversing a ray, but how is the C_trav ratio figured out? In what cases would the ratio be closer to 1:1.5, and in what cases would it be 1:5?

mmp

In practice, one would likely benchmark rendering a number of scenes with a range of c_trav values and choose the one that work best. An acceleration structure where visiting a node was relatively expensive (e.g. a bsp-tree with an arbitrary aligned splitting plane vs a kd-tree with an axis-aligned splitting plane) would push the ratio up, while more complex shape intersection algorithms (e.g. an iterative intersection solution, like hw2) would push the ratio lower..

It seems to make sense that calculating an intersection point takes longer than traversing a ray, but how is the C_trav ratio figured out? In what cases would the ratio be closer to 1:1.5, and in what cases would it be 1:5?

In practice, one would likely benchmark rendering a number of scenes with a range of c_trav values and choose the one that work best. An acceleration structure where visiting a node was relatively expensive (e.g. a bsp-tree with an arbitrary aligned splitting plane vs a kd-tree with an axis-aligned splitting plane) would push the ratio up, while more complex shape intersection algorithms (e.g. an iterative intersection solution, like hw2) would push the ratio lower..