I have always had a facination with raytracers. I guess it just makes more sense in my head

I have always wanted to try my hand at a real time ray tracer so this 4k comp should give me impetus and motivation to finish it.
I think i may be a little ambitious with all the objectives to fit in 4k, however i hope to at a minimum have:
-sphere and triangle primitives
-reflection
-at least 15 frames at 640x480
I have to think on how to store 3d models sufficiently compressed so that they can be used in a 4k entry. To this end i am going to try and fit the rendering engine in 3k allowing 1k for gameplay and models. Lets see if i can achieve it

That Acorn rtrt sounds crazy! I would not have thought i would be possible to achieve decent frame rates on older hardware such as that! A real credit to you for accomplishing that feat! or should i be backing slowly away from the scary person

?
Yeah, those pseky square roots are trouble. what sort of range does the value being square rooted have? maybe an approximation lookup table would be sufficient?
I am surprised that it seems no one has used view frustrum sub division culling in the manner i am using before. I would have thought that it was a logical progression from normal view frustrum culling.
what i am currenly doing is:
1. initally sub divding the view frustrum into 4x3 sub divisions
2. for each of these sub frustrums see what objects from the parent sub frustrum is potentially visible in the new sub division
3. if there is at least 1 object visible then sub divide the current frustrum into four sub divisions
3a. ray trace each corner of the subdivision to see if each courner hits the same object.
3b. if all corners hit the same object then assume all other pixels in the sub division likewise hit the object
3c. else repeat 2
To speed up the process, for the inital view frustum i am approximating it as a sphere to cull most objects. Then i approximate the frustrum as a cone to further cull objects and finally i cull the objects using the actual frustrum. Like wise for each subdivision i approximate the sub frustrum as a cone first. It seems to speed things up considerably.
This new object render you speak of does sound intriguging

cant wait to see it practise!