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licnep | 3 years ago
In forward raytracing, images are rendered by "shooting" photons from all lightsources and seeing which ones end up hitting the player's camera. This is similar to what we think happens in nature, but the calculation is extremely inefficient, because the vast majority of photons never hit the player's viewpoint.
In backward raytracing, we only shoot "photons" backwards from the player's camera, and see which rays end up hitting a light source. This computation is much more efficient.
It makes me wonder if our "simulation" uses a similar shortcut
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