56个超火“养龙虾”玩法,快把你的AI牛马用起来
В России призвали отпустить больную раком Лерчек из-под домашнего ареста14:50,更多细节参见使用 WeChat 網頁版
# Authenticate non-interactively using Universal Auth。谷歌是该领域的重要参考
今年的征文活动更有创意,「只能用 AI」和「不能用 AI」两大赛道激情 PK,硅基生物和碳基生物都将决出各自领域的佼佼者。我们会在征文结束后统一组织投票活动,但在正式投票之前,如果你喜欢这篇文章,不妨通过充电或评论的方式支持作者,让内容创作者获得更多维度的鼓励。,更多细节参见新闻
I wrote a proof of concept in Rust and put it on GitHub. My test program is rendering a very simple scene, but the results are very encouraging. With the recursive algorithm, it's possible to render this object with 3 to 4x fewer rays per pixel, and more than tripling the frame rate. The benefit may not be as much for more crowded scenes with less empty space or when rendering fractals. However, I think there's still a clear benefit given that a lot of the scenes people tend to render (e.g. games) do fit the pattern where there is a lot of empty space and world surfaces are relatively flat.