Comment by Aurornis

Comment by Aurornis 3 days ago

7 replies

> 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.

reactordev 3 days ago

Only if you have more than 1 bounce. Otherwise it’s the same. You’ll cast a ray and get a result.

  • pclmulqdq 3 days ago

    No, searching the set of triangles in the scene to find an intersection takes non-constant time.

    • cubefox 3 days ago

      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.

      • pclmulqdq 3 days ago

        Yeah, this search is O(log n) and can be hardware-accelerated, but there's no O(1) way to do this.