commercial real-time raytracing
https://devblogs.nvidia.com/introduction-nvidia-rtx-directx-raytracing/ …
hey @Peter_shirley did this happen before or after you predicted it would?
Except they didn't. Anything to do with indirect lighting and shadows in them is all hacks that glitch hideously.
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Anyway forget normal (reverse) raytracing; of course it's trivially parallelizable down to a per-pixel level. I want to see forward (projecting photons) raytracing.
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Well, the problem is that raytracing is trivially parallelizable in theory, but the memory locality is horrendous without being very smart about data layout. This killed all the early attempts to do raytracing on GPU, AIUI.
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GPU is probably not a good model. You want millions of tiny CPU-like cores. GPU vendors just try to make it into a GPU problem.
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but unless the millions of tiny cores are good at other things too, a GPU that is only ok for raytracing but that does lots of other jobs will be the thing that I want
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Well the "millions of tiny cores, purely for raytracing" might very well make sense in a VR or AR unit.
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I mean, sure, but Monte Carlo path tracing as used in film is pretty much saying “we give up on trying to do anything smart, let’s just trace a shit ton of random light rays and throw giant render farms at the problem” :)
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Yeah. Well that's the only way to do it right.
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I dunno, I’m not so willing to give up. :) Reflective shadow maps with virtual point lights have been an interest of mine lately, for example…
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What bugs me about Monte Carlo simulations is that they aren’t how an artist would think about lighting. Artists think more in terms of VPLs (i.e. large light areas, not individual rays). The human brain has worked out a way to do global illumination more cheaply :)
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Oh, absolutely. I actually hate how everything in modern gaming graphics and animation-style CGI movies is so divorced from "artist" approach, and would love to see innovation in those areas.
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But for VR/AR, and for not sticking out as ugly in live action movies, and for cool stuff like reproducing real optical illusions, lens optics, special materials, etc. you really need raytracing.
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I think we’re basically in agreement; I just want to see more work on making raytracing approaches less brute force.
End of conversation
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