3 ms·
"Real time rendering" mostly means games, and performance is a very very easy bottleneck to hit for games. Because it is easy to make things more fun and intere
by Retra 8y ago
"Real time rendering" mostly means games, and performance is a very very easy bottleneck to hit for games. Because it is easy to make things more fun and interesting by scaling them up: more entities, more interactions, more options, etc.
So I believe you are quite wrong. It is trivial to scale-up a simulation to the point where you're at a performance bottleneck. The only reason we don't scale things up today is because our computers are far too slow to handle it.
And we stopped using Gouraud shading because it is horrendously ugly. We'd still be using it still if it looked half as good as rasterization does.
- fyi1183 8y agoGouraud shading and rasterization are not mutually exclusive. Rasterization is a technique for getting from polygons to pixels, gouraud shading is a technique for assigning colours to those pixels. Even flat shading is usually done with rasterization.
- elihu 8y agoOne of the surprising characteristics of ray tracers is that if you've got a reasonably efficient acceleration structure, they're relatively insensitive to scene complexity. Say you're rendering ten thousand triangles at a certain framerate, and then you bump the resolution of your meshes up so that you've got a hundred thousand triangles. The framerate drops a little bit, like maybe 20 percent or so, but it's nowhere near a linear slowdown. You can always slow the rendering times way down by adding a lot of reflection and refraction, but those are things you can't really do in a general and physically-correct way in a polygon rasterizer.