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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I’m not in this area by any means, but personally I’d be more interested in using more traditional rasterization for film quality rendering. Raytracing and especially Monte Carlo simulations are *so slow*
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ML-based denoised pathtracing is the future for interactive media; the early research results this early in the field are fantastic; and its one of those nice areas where leaning heavily on ML won't have catastrophic consequences. http://research.nvidia.com/sites/default/files/publications/dnn_denoise_author.pdf … https://www.disneyresearch.com/publication/deep-learning-denoising/ …
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Oh, sweet! That’s definitely an improvement over “throw render farms at the problem”. I still wish at some level we could do better than path tracing though :) Reflective shadow maps seem to me to be *so close* to being an elegant solution (but again I’m hardly an expert here!)
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I spent a few years of research doing fast hacky approximations to global illumination, and I've been won over by the "get the highest quality samples you can of the actual distribution and do heuristic reconstruction" approach. ML-denoising just enables complex heuristics.
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Fair enough, I defer to your expertise :)
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Haha, I'm sure there are others more experienced that will disagree with me; just offering my perspective.
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(Somewhat related, I’ve been itching to try out irregular Z buffers for perfect [reflective] shadow maps… if only I had more free time) :)
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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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