Re:Show HN: uThreads – Concurrent User Threads in C and C++
by CyberDildonics on Monday November 07, 2016 @05:09PM
(#12895671)
Yes, using green threads for ray tracing is basically nonsense, since keeping actual threads busy is no overly difficult.
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Re:Show HN: uThreads – Concurrent User Threads in C and C++
by tomjakubowski on Monday November 07, 2016 @05:46PM
(#12895941)
It's not nonsense if, to render each pixel, you issue an HTTP request containing the scene/eye data and requested pixel coordinate, and wait for a response to come back from your magic render farm that lives in "the cloud". Now your "ray tracer" is totally I/O bound! :-)
Re:Show HN: uThreads – Concurrent User Threads in C and C++
by edvinbesic on Monday November 07, 2016 @08:07PM
(#12896775)
Not sure if /s, but, to rasterize a 1920x1080 image you would make 2073600 HTTP requests? Sound reasonable.