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.
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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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Let’s bring back Larrabee
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