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Lecture 13: Global Illumination & Path Tracing (101)
orenazad

https://www.youtube.com/watch?v=PyIgZTE66eM

This is a great video I found discussing a lot of what we have learned about in class. I found it after seeing this slide and trying to search up how many samples per pixel most ray-traced games used. Ofcourse, these often use a mixture of ray tracing for things like ambient occlusion / reflections, and rasterization for other parts. Still, in this blog (https://developer.nvidia.com/blog/ray-tracing-games-nvidia-rtx/) Nvidia estimates that a reasonable budget for realtime games is 1-2 samples per pixel! Crazy.

adityasingh7311

That's interesting but I'm confused on what that means. From the reference images in the slides 1-2 samples is hardly enough to get anything useful. According to the article, they use denoisers on top of the ray tracer to render good images but I wonder then why ray tracing is considered useful at all for this application context if it has so much performance overhead? The only mentioned benefit seems to be better generated shadows.

joeyzhao123

This is perhaps a general question but one that I got reminded of watching that video. It's well known that Nvidia gpus are the kings of ray-tracing compared to AMD gpus. I'm curious how much of the performance difference is hardware vs nvidia drivers that they update a lot.

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