3 ms·
It arrives when path-tracing or at least some good GI (global illumination) approximation can be accurately solved in real time. Ray-tracing has a pretty limit
by vardump 11y ago
It arrives when path-tracing or at least some good GI (global illumination) approximation can be accurately solved in real time.
Ray-tracing has a pretty limited use for photorealism, unless you have a lot of shiny surfaces and such. It can't model diffuse light bouncing off surfaces.
- CyberDildonics 11y ago> Ray-tracing has a pretty limited use for photorealism, unless you have a lot of shiny surfaces and such. It can't model diffuse light bouncing off surfaces. You mean real time ray tracing as it stand now correct? Ray-tracing in a general sense can simulate photography as a whole, just not efficiently (for now).
- zardo 11y agoWell, it can't simulate all effects from photography. Anything to do with diffraction can't be simulated by a ray, for that you need waves.
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- CyberDildonics 11y agoMicro effects are typically already simulated by shaders. Ray tracing could in theory simulate interaction between a frequency of light and the frequency of of medium although the situations where that would be practical would be exotic.
- alkonaut 11y agoMany use ray tracing and path tracing interchangeably and consider path tracing to be a form of Ray tracing (Old school RT would be called Whitted Ray Tracing). Single bounce ray tracing isn't very interesting, what we want is real time global illumination such as with park tracing. For simple scenes this is possible on a gpu today, at least with low res and a reasonable amount of noise. If this chip can do with a million triangles what a gpu does today with a hundred, then it's very interesting (not saying it can). Real time gpu PT today: https://www.shadertoy.com/view/4lfGWr https://www.shadertoy.com/view/4lfGWr
- CyberDildonics 11y agoI'm not sure exactly what you are replying to. The original poster said that ray tracing cannot simulate diffuse illumination, which is of course not true.
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