[HN Gopher] A Retargetable Forward and Inverse Renderer (Differe... ___________________________________________________________________ A Retargetable Forward and Inverse Renderer (Differentiable Renderer) Author : harperlee Score : 44 points Date : 2020-11-20 10:40 UTC (1 days ago) (HTM) web link (rgl.epfl.ch) (TXT) w3m dump (rgl.epfl.ch) | blincoln wrote: | (c) ("caustic design" or "caustic engineering") is fascinating to | me. I'd never heard of this before, and it looks like it can even | be done with real-world materials: | | https://lgg.epfl.ch/publications/2012/caustics/Architectural... | neolog wrote: | Why does (b) look so bad? | altarius wrote: | Bad as in "unrealistic", i.e. lacking details and textures? | Probably because they're researchers not 3D game designers. My | guess is that it is just showing a standardized raytracing | scene from a public research dataset used to compare | raytracers. | | The scene is demonstrating their "lightpath vectorization". If | the claims work out, the real gains are the better use of the | full hardware capabilities by vectorizing multiple rays without | GPU/SIMD branch divergence - the divergence happens happens | when different rays intersect different objects and | dramatically slow down parallel work. That should really speed | up rendering so allow more rays and create less noise, more | detail. | joe_the_user wrote: | The funny thing is this looks to me like a realistic picture | of the inside of the McMansion. IE, a room whose contents are | more or less "fake" things. Plastic "wood grained" floor | (Pergo or whatever), Plastic "wood grained" table | (fiberboard, etc), Brand-new polyester mid-tier couch (room | never actually used), Pre-made pseudo-fancy gallery/bay | windows, higher grade fake ferns... | webmaven wrote: | _> Why does (b) look so bad?_ | | What's bad about it? The only thing I can see to criticize is | the fact that the 'rays' cast shadows onto the floor. ___________________________________________________________________ (page generated 2020-11-21 23:00 UTC)