You can't say one is faster than the other eithout giving some sort of basis. How many objects, and are they dynamic? What kind of acceleration structures are you using? (I assume your "exponentially faster" algorithm is using some sort of acceleration structure, because without them ray-tracing is basically rasterization but performed with every single pixel. And I'd love for you to explain how that is somehow faster). And I hope you're not going to argue that ray-tracing is somehow faster in practical scenarios, given the huge gap between traditional HW-assisted rasterization and any real-time ray-tracing implementation in existance.
Please don't take offense from this, but most computer science departments generally don't exactly have their finger on the pulse of the professional industry. Teufelhuhn
When graphical complexity of 3D scenes intersects with both the efficiency of ray tracing and rasterization, ray tracing from there on out will see an exponential leap in performance in comparision to rasterization. This is what I mean by jumping over the "ray tracing constant". As the ray tracing algorithm itself, which is a linear formula - O(n) - has a very large constant attached to it. Rasterization algoithms however, are of complexity O(n^2). Of course, it's a little more complex then that, but that is generally the case. This does not require any kind of 'acceleration structure' of any kind, seeing as it's theoretically what will happen, which can be seen when looking at the two sets of algorithms side by side.
As for asking me if I would argue if it's faster in pratical scenarios, I would require some clarification as to what you mean? Do I think it is practicle in the future of games. Yes, of course. Today, no. However, as cpu parrellelization continues to become the future movement for computation, and three dimensional scenes are becoming increasingly complex -- rasterization will make less sense moving forward, and a scalable approach for rendering will have to replace it. I'm not saying how soon it will be, however I think the transition will happen sooner then people realize.
I would argue this is precisely why nVidia is pushing SLI as the next forward movement. It's their way to survive in the future, by having each gpu render a section of the scene. However, going forward... this is only going to work so well, until it becomes impractical. Rasterization techniques do not scale well with parrellelization.
I'm not going to take offense as to your comment regarding "most computer science" departments, considering UMass Amherst 's graduate program is ranked as being one of the top in the world. Just about every professor there has multi-million research contracts with the professional industry. Heck, most of the rasterization algorithms are formulated through research groups at universities. Theories / Algorithms starts at the universities, and then somewhere along the road to implementation they move over to corporations.
With that said, the concepts revolving rasterization versus ray tracing doesn't require you to be working for an architect for Intel or Nvidia. The concepts themselves are really not all that difficult -- it's theory, the thing that is difficult is getting things like this implimented.
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