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This is awesome. It also brought back some anxiety from >10 years ago in college that reminds me that computer graphics and my brain do not agree whatsoever.
by Ocerge 1y ago
This is awesome. It also brought back some anxiety from >10 years ago in college that reminds me that computer graphics and my brain do not agree whatsoever.
- fragmede 1y agoEverything's just triangles and numbers, and my brain's no good with numbers. Linear algebra I can do though.
- mouse_ 1y agoIt's not the numbers that freak me out, it's what they do to each other...
- fragmede 1y agoeww...
- Keyframe 1y agoNot always. Disregarding CSGs and parametrics, Nvidia itself was almost buried for not adhering to that philosophy with their first product https://en.wikipedia.org/wiki/NV1 https://en.wikipedia.org/wiki/NV1 funny side note. SEGA invested $5m in Nvidia then, after the fiasco to keep them alive. They sold that equity when Nvidia went IPO for roughly $15m. Have they kept it, it would be worth $3b today. SEGA's market cap is around $4b today.
- spaceballbat 1y agoFunny nvidias first 3d accelerator used quaternions
- throwaway808081 1y agoPeople that love linear algebra reserve a special space, of either fondness or of hate, for Euclidian Space.
- Animats 1y agoGraphics is trivial until you get to shadows and lighting. Then all the simple tricks stop working.
- GuB-42 1y agoGlobal illumination is the hard part. The math isn't that hard, but even the best render farms don't have enough computing power to support a straightforward implementation. So what follow is an endless series of tricks. Path-tracing is one of the purest implementations, and it is actually a simple algorithm to implement, but if you don't want to have a noisy mess on all but the most simple shapes, now we are talking PhDs and rock star developers.
- Lwerewolf 1y agoWould you mind linking some articles or hinting towards techniques used to "coerce" the choosing of ray sample directions so that noise is minimized even in very "specular" scenes? Sorry for the lack of proper terminology on my end, I've been out of the loop for a very long time, but I assume that's where the majority of the tricks are - I suppose the rest is mostly intersection check accelerations (i.e. BVH).
- omcnoe 1y agoThe modern state of the art for realtime is ml denoisers, taking noisy pixel data from multiple frames, plus other associated data eg velocity vectors of geometry, depth data etc. and using it to produce a perfectly denoised image.
- Sohcahtoa82 1y ago"perfectly" is doing some heavy lifting here. Right now, I'm heavily into Cyberpunk 2077. I've got an RTX 5090, so I can turn all the details, including the ray tracing, to their maximum settings. It's absolutely gorgeous (Especially on my 4K HDR OLED monitor), but if you look really closely, you can still see the evidence of some shortcuts being taken. Some reflections that are supposed to be a bit rough (like a thin puddle in the road) may appear a bit blurry as I'm walking, but will come into better focus when I stop. My guess is that as I'm moving, the angles of the rays being reflected change with every frame, making the data very noisy. Once I stop, they become consistent, so the reflection becomes clear.