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by izym 3362 days ago
Yes, but on the other hand rasterization is implemented in hardware on GPUs which gives it a great performance advantage. Also, sorting before rasterizing allows most triangles to be discarded before any fragments are created. Besides, creating and traversing an acceleration structure does definitely not make ray tracing free. Especially traversal is not exactly cache-friendly. Also, rays passing closely by geometry, but not hitting it, will traverse rather deep into the tree and then backtrack, which is rather costly. Another advantage of rasterization is that it is data-parallel at the vertex level. The disadvantage is that it is far less flexible in what you can render compared to ray tracing; it's only really practical for camera rays.