Comment by Aurornis
> 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.
> 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.
I believe with an existing BVH acceleration structure, the average case time complexity is O(log n) for n triangles. So not constant, but logarithmic. Though for animated geometry the BVH needs to be rebuilt for each frame, which might be significantly more expensive depending on the time complexity of BVH builds.
Only if you have more than 1 bounce. Otherwise it’s the same. You’ll cast a ray and get a result.