but what I need to know is "best practices with physically accurate ray tracer"
so here are some questions:
1- I have an idea of implementing displacement into my render engine, it will be as simple as ( get low res geometry -> subdivide( N subdivisions in material settings) -> displace resulting geometry -> send to BVH and work on it as regular geometry)
is this the best approach? or there are better ones?? (please help, paper mentions would be a plus

2- normal vs bump mapping, let's consider both of them "may" look the same for the shaded surface, but normal "reflects/refracts" rays depending on the map, while bump is doing this depending on the geometry normal, is this correct?
feel free to explain more as much as you can
