For example path tracing (ray tracing) doesn't need to be very accurate because multiple samples per pixel are used.
A gaming card that uses less power is very welcome in laptops for example.
For example path tracing (ray tracing) doesn't need to be very accurate because multiple samples per pixel are used.
A gaming card that uses less power is very welcome in laptops for example.
Maybe another way to ask is- we’re trying to simulate a real world “analog” scene - maybe using an analog processing technique could actually be quite faithful for generating it?
Or not. Like I said I don’t understand too much of this.
Now I'm not sure what this 6/8 bit precision or analog precision means so I can't say with confidence, but if your scalars are that low precision you can't really do much. You could technically encode it with some fancy tricks like instead of storing coordinates for each vertex you store the delta from previous one etc. but I think this wouldn't work if the device was just some dumb analog matrix multiplier with baked logic.
Also having low detail shadows creates visual artifacts, see this for example [1]
[1] https://digitalrune.github.io/DigitalRune-Documentation/medi...
> … leverages light scattering to perform a specific kind of matrix-vector operation called Random Projections. … have a long history for the analysis of large-size data since they achieve universal data compression. In other words, you can use this tool to reduce the size of any type of data, while keeping all the important information that is needed for Machine Learning.
So it sounds like the whole point is to reduce the data size and then feed it into GPUs like normal ML. Kind of a neat idea.