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When it comes to texturing objects in PSRayTracing (which is based off of the Ray Tracing in One Weekend books, circa the 2020 edition), the std::asin() function is used. When profiling some of the scenes, I noticed that a significant amount of calls were made to that function, so I thought it was worth trying to find an approximation.

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The one trick that beats rigged queues—and why almost no one uses it