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Re:AMD and Sony's PS6 chipset aims to rethink the current gr... by Aurornis on Saturday October 11, 2025 @12:51PM (#45550618)
> Rendering a million photorealistic objects is not much more compute-intensive than rendering a hundred cartoon objects

Increasing the object count by that many orders of magnitude is definitely much more compute intensive.

Re:AMD and Sony's PS6 chipset aims to rethink the current gr... by reactordev on Saturday October 11, 2025 @01:24PM (#45550935)
Only if you have more than 1 bounce. Otherwise it’s the same. You’ll cast a ray and get a result.
Re:AMD and Sony's PS6 chipset aims to rethink the current gr... by pclmulqdq on Saturday October 11, 2025 @02:23PM (#45551401)
No, searching the set of triangles in the scene to find an intersection takes non-constant time.
[dead]
Re:AMD and Sony's PS6 chipset aims to rethink the current gr... by pclmulqdq on Saturday October 11, 2025 @05:19PM (#45552806)
Yeah, this search is O(log n) and can be hardware-accelerated, but there's no O(1) way to do this.
Re:AMD and Sony's PS6 chipset aims to rethink the current gr... by cubefox on Saturday October 11, 2025 @05:48PM (#45552993)
What if we keep the number of triangles constant per pixel, independently of scene complexity, through something like virtualized geometry? Though this would then require rebuilding part of the BVH each frame, even for static scenes, which is probably not a constant operation.
Re:AMD and Sony's PS6 chipset aims to rethink the current gr... by reactordev on Sunday October 12, 2025 @08:16AM (#45557657)
For static geometry we could but for animated geometry or dynamic geometry it would have to be calculated during a mesh shader step.
Re:AMD and Sony's PS6 chipset aims to rethink the current gr... by account42 on Monday October 13, 2025 @07:55AM (#45567350)
It's also only O(log n) if the scene is static. Which is what is often missed in the quest for more photo-realistic graphics - it doesn't mean anything if what you are rendering only looks realistic in still frames but doesn't behave realistically if you try to interact with it.