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Re:John Carmack's Comment on Hardware Ray Tracing by dualogy on Thursday January 24, 2013 @01:52AM (#5108050)
> Rasterization also requires "acceleration structures," kept in memory

Yeah but surely not for the geometry itself. In rasterization, we may use simple low-overhead acc. structures to efficiently traverse a relevant sub-set of the whole (but coarsely described) scene for some fancy culling, collision detection (OK that's not really rendering) ... but geometry (vertices, polygons, vertex attributes) does not need to be traversed like that and thus does not have to be stored as individual triangles in an octree or bounding-volume hierarchy or what not. Quite a difference in overheads here. In GPU terms, with rasterization you have geometry neatly stored in vertex buffers and an awesome Z-aware traversal method with vertex shaders. In a simplistic current-gen fragment-shader-based raytracer, each pixel traces a ray traversing through your acceleration structure which may be stored in a volume texture (ouch, so many texel fetches...) since vertex buffers are not sensibly accessible in a frag shader.

> scenes that are indistinguishable from reality

This would also require a high dynamic range output device. Looking directly into perfectly raytraced sunlight still won't glare and blind me like the real world does, but indeed, by 2050...

Re:John Carmack's Comment on Hardware Ray Tracing by yk on Thursday January 24, 2013 @10:02AM (#5109838)
> This would also require a high dynamic range output device. Looking directly into perfectly raytraced sunlight still won't glare and blind me like the real world does, but indeed, by 2050...

You could try to look directly into a beamer instead of onto the screen, if glare is all you want. ( And by 2050 I would suspect that the scene is directly copied into the frontal lobe, bypassing the visual cortex.)