Distributed Ray Tracer

(ray.hatchet.run)

47 points | by juliusgeo a day ago ago

18 comments

  • leecommamichael 14 hours ago

    > This demo renders images through a ray-tracing technique called Signed Distance Fields.

    The first sentence on the site demonstrates a lack of understanding of the program. Signed distance fields are a representation of an implicit surface, which is sampled by fragments (pixels.) They have mathematical properties which make them simple to render in a realistic manner via something like ray-tracing or ray-marching. These properties also enable the fields to compose into more complex shapes.

    • juliusgeo 10 hours ago

      Yeah, I think that phrasing was slightly misleading. I was attempting to make it more understandable for the non graphics programmer audience, but you are of course right that SDFs are not necessarily a technique solely for ray tracing, though I haven't really seen them used outside of ray/path tracers.

  • keithwinstein a day ago

    Cool! You might like our paper/demo on ray-tracing 1 TB-geometry scenes using thousands of AWS Lambda workers spun up just for the job: https://r2e2.dev/

    This was led by my former PhD student Sadjad Fouladi who did a lot of creative work involving swarms of short-lived serverless functions for video encoding and distributed LLM inference (https://www.usenix.org/conference/nsdi17/technical-sessions/...) and software compilation (https://github.com/stanfordsnr/gg).

    • abelanger a day ago

      (I work on Hatchet)

      This is really neat! Especially the global illumination that passes ray data between nodes, much fancier than what we've done here. You could imagine each component as an actor that receives messages via async channels (though perhaps it's more deterministic than that?).

      I think bursting on serverless for massively parallelizable problems is a really interesting use-case. We were partially inspired for this demo by one of our users doing energy simulations at massive scale, who built a library called Scythe for this purpose: https://github.com/szvsw/scythe

  • abelanger a day ago

    Some more resources on signed distance fields (SDFs), which I didn't know about until this demo:

    - https://iquilezles.org/articles/distfunctions/

    - The 2D version: https://iquilezles.org/articles/distfunctions2d/ (discussed here: https://news.ycombinator.com/item?id=46380054)

    - How Zed uses (used?) SDFs to render their editor: https://zed.dev/blog/videogame (discussed at the time: https://news.ycombinator.com/item?id=35078464)

  • carterunworthy a day ago

    I love Hatchet! A serverless render farm is such a silly idea, results coming in felt really cool though, I'd love to see this scaled up to frames of an animation.

  • nla a day ago

    Some much needed innovation! Well done, old boy.

  • ginko a day ago

    Isn't exposing something like this to the web asking for huge cloudflare bills?

    • juliusgeo a day ago

      Yes, we have a lot of various infra credits that we are using to serve this. Cloudflare workers are pretty cheap, though.

  • amelius a day ago

    Does it pass the pelican on a bicycle test?

  • keyle a day ago

    Who is paying for the SOL tokens?

  • a day ago
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  • xyzsparetimexyz a day ago

    Yeah.. Or you could just use a gpu?

    • juliusgeo a day ago

      Unfortunately GPUs are also expensive. This is more so an exploration of the idea--there's a lot more performance that could be squeezed out of the actual rendering itself. Hatchet does let you use serverless operators with essentially anything that can serve two REST endpoints, though, so modifying this to use GPUs to render would be relatively trivial.

  • a day ago
    [deleted]
  • omegaSigma95 a day ago

    [flagged]

  • Woshiwuja a day ago

    [flagged]