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This summary by gives a nice overview with lots of comparisons. Also suggests an interesting possible future for this work—that photorealistic game engines could become very simple, emitting coarse scene info rather than complete renders.
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Would each run through on the racing course produce slightly different details? If you made slightly different paths early on, would the trees on the hills be different? Each choice you made might affect the render?
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Was just excited by the creative freedom from the idea that small choices early on by the player could lead to a huge variety of realistic and temporally consistent worlds (was not a criticism of the method at all!)
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