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?
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Replying to @johnregehr @Peter_shirley
The trajectory of real-time raytracing kind of mirrors is a microcosm of CS: by the time we got it, the traditional rasterization approaches got so good that raytracing seems hardly worth the trouble
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Except they didn't. Anything to do with indirect lighting and shadows in them is all hacks that glitch hideously.
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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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You could optimize it by grouping rays into cones and splitting into finer cones where it makes a difference or something, I guess, but fundementally there's just a shitload of information to deal with.
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