Moving the integrator to the GPU requires more than copying CPU objects into buffers. The scene must become a compact, explicit representation whose indices remain stable across geometry, materials, textures, lights, and acceleration structures.

This article follows that transformation from Hydra state to uploaded GPU data, including flattened instances, transforms, texture ownership, light tables, acceleration-structure construction, and the hit identity used to reconnect every intersection to its shading data.

Carbon-frame bicycle scene used to exercise GPU scene representation

Read the full GPU scene article →