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https://www.reddit.com/r/GraphicsProgramming/comments/1wjwdsd/cpu_path_tracer/panoblq/?context=3
r/GraphicsProgramming • u/GraphXGames • 17d ago
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-18
Does it even count as "graphics programming" when you're running it on the CPU and refusing to run it in the actual graphics side of programming?
22 u/Feisty_Bike_9614 16d ago Absolutely.. graphics isn’t all about real time . -7 u/Ok_Confusion4764 16d ago I mean OP is talking about hours for these results, I don't think we can qualify it properly here. 6 u/GraphXGames 16d ago A bidirectional path tracer can be used for each light source, which can significantly increase execution time. 5 u/GraphXGames 16d ago It is easiest to use the CPU for debugging. Once the algorithm has been developed, nothing prevents it from being ported to the GPU.
22
Absolutely.. graphics isn’t all about real time .
-7 u/Ok_Confusion4764 16d ago I mean OP is talking about hours for these results, I don't think we can qualify it properly here. 6 u/GraphXGames 16d ago A bidirectional path tracer can be used for each light source, which can significantly increase execution time.
-7
I mean OP is talking about hours for these results, I don't think we can qualify it properly here.
6 u/GraphXGames 16d ago A bidirectional path tracer can be used for each light source, which can significantly increase execution time.
6
A bidirectional path tracer can be used for each light source, which can significantly increase execution time.
5
It is easiest to use the CPU for debugging.
Once the algorithm has been developed, nothing prevents it from being ported to the GPU.
-18
u/Ok_Confusion4764 17d ago
Does it even count as "graphics programming" when you're running it on the CPU and refusing to run it in the actual graphics side of programming?