Hi Jean-Sebastien,

   What you are talking about is nonsense.
First the consoles don't have enough memory to work with Hi-Rez model or textures.

You are right Karl, Everything on PS3 has been prerendered slowly before.
   The lighting (GI) is already precomputed and applied to a texturelight.

   It's not faire to compare both.
But it's possible to compare ElectricImageScanlineHybridRenderer or StrataScanline VS Raytracing. I mean it's possible to compare scanline renderer with raytracing but not videogamerealtimescanline with raytracing.

Anyway with the new CPU going multiple cells or thread : Multiple CPU in parallel inside a single CPU.
   Raytracing is gonna be much faster.

Jean-Sebastien you know you lied when you told that raytracing complexity curve is exponential. It is quiet the opposite. Raytracing don't rely on polygon but on much simple algorithm to describe very complex shapes. As an example a polygon sphere : if you go close enough you need 1 000 000 polygon to get a perfect contour shape, while raytracing will never need subdivision.

Cheating with texture is possible but not as fun as having a shader that does the job at an infinite precision.

I do agree that Realsoft and other raytracer needs to find better optimized algorithm.
   A great discovery was MonteCarlo GI algorithm and final gathering.

What about new thchnologies like point cloud rendering with approximation and correction?
   What about voxel?

I think one day raytracing will not go backward (camera to scene) but forward (from light to camera) like the real thing. Cheating is not a solution in the long term, only temporary. You can cheat for a couple of object but for very large scene it's more tedious. Jean-Sebastien Perron
www.neuroworld.ws

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