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Actually it's not that new of an idea -- it goes back to at least 1996. I strongly suggest reading Microsoft Research's Foveated 3D Graphics. (click 'View publication' and read the full pdf) In a nutshell, human visual acuity is different near the center of vision compared to the peripheral. The middle of the eye is packed more tightly with cone receptors ...


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As @AnnoyinC already mentioned in his comment, we are simply lacking computational power and storage requirements (RAM). For the visual effects, you need to calculate every ray of light that somehow ends up in the observer's eye after an arbitrary number of reflections on different surfaces. The reflections depend on the surface's microstructure. This alone ...


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I'd like to add some practical perspective to this. Let me preface that I'm operating on limited information here: I don't know how many objects you are dealing with. I don't know what exactly your acceleration structure is used for. Frustum culling? Ray tracing? Collision detection between objects in the BVH? Going forward I'm going to assume you are ...


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Time integration with implicit Euler is unconditionally stable. This means you can choose arbitrary large time steps without worrying that your solution "explodes". In contrast to explicit Euler, it requires you to solve a linear equation system at least once, which is generally much slower than simple matrix-vector multiplication. If the problem ...


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