The video demonstrates my shader engine for JIT execution of RenderMan Shading Language. The shader engine uses LLVM as a JIT facility.
And more, my shader engine supports specialization optimization, which recalculates just changed portion and reuses previously calculated result. In the case of this demo, the engine only recalculates the part where light position involves.
For ambient occlusion shader, specialization performs about 100x ~ 800x fast execution of the shader while its result image is identical.
Oh! I have to state that my shader engine does not use GPU COMPLETELY! All was performed on CPU.