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berkut | 11 months ago

Not if you want better fidelity: the VFX industry for film moved from rasterisation to raytracing / pathtracing (on CPU initially, and a lot of final frame rendering is still done on CPU due to memory requirements even today, although lookdev is often done on GPU if the shaders / light transport algorithms can be matched between GPU/CPU codepaths) due to the higher fidelity possible starting back in around 2012/2013.

It required discarding a lot of "tricks" that had been learnt with rasterisation to speed things up over the years, and made things slower in some cases, but meant everything could use raytracing to compute visibility / occlusion, rather than having shadow maps, irradiance caches, pointcloud SSS caches, which simplified workflows greatly and allowed high-fidelity light transport simulations of things like volume scattering in difficult mediums like water/glass and hair (i.e. TRRT lobes), where rasterisation is very difficult to get the medium transitions and LT correct.

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