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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Replying to @RichFelker @pcwalton and
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.
2 replies 0 retweets 2 likes
BTW any idea how much computation/how many rays you need to make something minimally interesting like this? E.g. 320x240 and "very high ISO sensor"?
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