Is quantum collapse just us "catching" the engine deciding what to render when we observe something? :-)
Is quantum collapse just us "catching" the engine deciding what to render when we observe something? :-)
In forward raytracing, images are rendered by "shooting" photons from all lightsources and seeing which ones end up hitting the player's camera. This is similar to what we think happens in nature, but the calculation is extremely inefficient, because the vast majority of photons never hit the player's viewpoint.
In backward raytracing, we only shoot "photons" backwards from the player's camera, and see which rays end up hitting a light source. This computation is much more efficient.
It makes me wonder if our "simulation" uses a similar shortcut
So what we end up seeing is that after you measure one particle, the other behaves as if it always had the complementary value. It's not faster-than-light spooky action at a distance, it's more akin to reality "resolving" to a consistent time-independent state.
Nb. quantum also highlights assumptions made by our brain's rendering engine.