Earlier quoted context omitted.
I'm going to deflate the marketing spin a little bit since large companies tend to go down the route of 'there was an impossible task and we use outside the box thinking to do what no one else could'. Tracing batch rays, sorting them for better coherency and sorting the shading for coherency are not new ideas, but they are long over due to be used heavily in offline, cpu, ray traced rendering situations. Large amount…
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…
> 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.
I'm %100 with you. I love seeing the results of cache coherency used in a real scenario. I was only trying to say that the actual imagery could have been done in other renderers, albeit with more pain and I would guess more attention to level of detail.
So I'm not trying to downplay anything except for the idea that the actual movie itself couldn't have been done without cache coherent batch ray tracing, when in reality it is a big optimization that came from a bit of a leap of faith, which I think is significant enough to pay attention to.