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I recall that rasterization is highly optimized for parallelization. How effective is parallelization for ray casting?


rasterization: unbounded size ray tracing: transparent objects

what if it's transparent AND big?


As a follow up to MrRockefeller, would we subdivide the object into smaller pieces to do ray tracing?


As a follow up to what gloose said, it seems like ray-tracing would definitely need to be parallelized since the order of shooting the rays from one point source doesn't seem to ultimately matter in the rendered outcome, but it would be expensive to shoot thousands of rays quickly.


As a follow-up to anag's comment, can rasterization be parallelized as well? Or are we limited by something like the depth buffer?