Randomly the tube recommended this, which then lead me into a rabbit hole of sorts. This method has been around a while, but because it's so heavy, a lot of VRAM is required apparently, but the results speak for themselves, it doesn't need ray tracing or path tracing to produce what appear to be the same results, the scenes look like what UE5 demos look like, but render at 124fps.
Takeaway comment:
Another video:
So essentially it employs a "neural radiance field technique" - And this is something similar to what Nvidia has pointed at but not yet unlocked in the driver to speed up PT rendering (source) - The difference here is that whilst Gaussian splatting works on realtime training a static scene, NRC works in fully dynamic scenes. There's likely many years before splatting works on fully dynamic scenes, but when that does, that would negate the need for powerful hardware that has ray tracing capabilities and thus the performance penalty that comes with path tracing.
Looks like now that GPUs are finally powerful enough and have enough VRAM (well, some anyway
) - This sort of tech could well be the next big thing over the next few years.
Takeaway comment:
This technique is an evolution, one could say it's an evolution from Point Clouds. The thing that most analysis I've seen/read is missing is that the main reason this exists now is because we finally have GPUs that are fast enough to do this. It's not like they're the first people who looked at point clouds and thought "hey, why can't we fill the spaces between the points?" EDIT: I thought I watched to the end of the video, but I didn't, the author addressed this in the endIt's not just VRAM though! It's rasterization + alpha blending performance
Another video:
So essentially it employs a "neural radiance field technique" - And this is something similar to what Nvidia has pointed at but not yet unlocked in the driver to speed up PT rendering (source) - The difference here is that whilst Gaussian splatting works on realtime training a static scene, NRC works in fully dynamic scenes. There's likely many years before splatting works on fully dynamic scenes, but when that does, that would negate the need for powerful hardware that has ray tracing capabilities and thus the performance penalty that comes with path tracing.
Looks like now that GPUs are finally powerful enough and have enough VRAM (well, some anyway

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