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mattpharr

195 karma · joined January 17, 2014

http://pharr.org/matt
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mattpharr··on Disney's Hyperion Renderer
> neither out of core tracing and sorting rays are feats of engineering

Presumably this statement based on your having shipped a production renderer that does these things?

> It has actually been done many times in both academics and commercial renderers from at least a decade ago

Academics, yes. Commercial--citation please? The only one I'm aware of is Weta's PantaRay, which is from only ~5 years ago (https://research.nvidia.com/publication/pantaray-fast-ray-tr...).

mattpharr··on Disney's Hyperion Renderer
Given that this is HN, I'd encourage reading and commenting on the substance of the technical paper rather than the marketing webpage.

Those ideas have indeed been around for a long time; the paper nicely cites all of the related research work. (Including among many others, a SIGGRAPH paper I wrote on the topic 18 years ago.)

I think the paper is excellent. First, there's a big gap between academic papers on a topic and the experience of actually building a real system that works for real movies. It's unusual for people in industry to take the time to write up their experiences building these systems, so I salute their making this contribution to general knowledge about rendering systems.

It's easy to carp about "all could have been done before"; that seems like an argument that could be applied to try to dismiss just about anything.

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