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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Yeah, I’ve been kicking around ideas for an experimental graphics engine that uses underutilized techniques like irregular Z and fully dynamic reflective shadow map based GI (and written in Rust of course) ;) Just haven’t had the time to work on such a thing…
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Yeah, I have a few dozen projects on "indefinite backburner but I think they'd be really cool" status myself. Irregular Z buffers are awesome, though; I'd be interested in that.
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