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by xwintermutex
3977 days ago
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> As the linked article mentions, the solution was to optimize a massively-parallel algorithm by finding coherent rays that can be efficiently calculated together. It's a batch method: start casting a bunch of rays, identify similar rays and group them, calculate collisions for each group, cast reflected rays, identify similar rays and group them, etc. What I like about it conceptually is that in a way it treats light as a field rather than as individual directed rays. How does this differ from "coherent ray tracing" and "ray packets", like people have been doing the last 15 years? (e.g. "Interactive Rendering with Coherent Ray-Tracing" by Wald et al.: http://www.sci.utah.edu/~wald/Publications/2001/CRT/CRT.pdf) |
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[1] https://disney-animation.s3.amazonaws.com/uploads/production...
[2] http://www.sci.utah.edu/~wald/Publications/2011/singleray_hy...
[3] http://fileadmin.cs.lth.se/graphics/research/papers/2014/drs...