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ngandhi

It's really crazy to think about how many computations are required just to render one frame of a video. And doing that potentially hundreds of times per second makes it even more amazing. Also rip RTX 3080 sales

keenan

@ngandhi Yep, really impressive demo. My guess is that this is likely a mix of rasterization + some good-old-fashioned rasterization hacks to fake physically-based lighting, plus true ray tracing where it's really needed (e.g., very shiny materials). Still, quite impressive!

pw123

How much has the advancement of real-time ray tracing benefited ray tracing for movies and such, since those don't have to be done in real time?

keenan

@pw123 Hardware ray tracing (a la RTX) is pretty new, but people are starting to adopt it. See for instance NVIDIA's own OptiX ray tracing engine, or VRay. As we'll discover in our lectures on physically based rendering, there is a lot more to a renderer than just tracing rays. If you want to build a renderer that benefits from GPU acceleration, you have to make sure there's no bottleneck (e.g., some critical stage that has to be executed on the CPU, say). Matt Pharr gave a nice talk this year at HPG about accelerating the PBRT renderer on the GPU; this renderer---and especially the free book associated with it is a great resource if you're interested in ray tracing for film (and other high-quality images).