Timeline for Fundamental drawbacks of rasterization over ray tracing
Current License: CC BY-SA 4.0
5 events
| when toggle format | what | by | license | comment | |
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| Jun 12, 2021 at 13:18 | comment | added | pmw1234 | This is a little orthogonal but: In the push for more detail, with "better" results the average triangle size gets smaller. As that happens the price to rasterize all those triangles goes up while the price of casting rays for the same effect remains largely constant eventually there is a tipping point where performance for both effects is either very close, or ray casting actually starts to be cheaper (especially with global lighting techniques). When given two rendering techniques with roughly the same performance folks will almost always choose the one that is easiest to implement. | |
| Jun 12, 2021 at 10:47 | vote | accept | Nagabhushan S N | ||
| Jun 12, 2021 at 9:59 | comment | added | joojaa | This reminds me of when a student asked why do you need vector math? Tell me one thing you cannot do without them. Well obviously you can do most things without vectors but why would you want to subject yourself to that? Having a more compact notation that helps you think is a good thing. | |
| Jun 12, 2021 at 9:55 | history | edited | joojaa | CC BY-SA 4.0 | added 9 characters in body |
| Jun 12, 2021 at 8:02 | history | answered | joojaa | CC BY-SA 4.0 |