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Not saying it's true, but I assume this is all parallizable so 24 cores would complete that 1 second in 1 day, and 3600*24 cores would complete the first hour of the film in a day, etc. And each frame might have parallizable processes to get them under 1 day wall time, but still cost 1 "day" of core-hours
It's definitely not 24 hours per frame outside of gargantuan shots, at least by wall time. If you're going by core time, then it assumes you're serial which is never the case.
That also doesn't include rendering multiple shots at once. It's all about parallelism.
Finally, those frame counts for a film only assume final render. There's a whole slew of work in progress renders too, so a given shot may be rendered 10-20 times. Often they'll render every other frame to spot check and render at lower resolutions to get it back quick.
Again, I'm not sure whether this is core-hours, machine-hours, or wall clock. And to be clear, when I say "wall clock", what I'm talking about is latency between when someone clicks "render" and when they see the final result.
My experience running massive pipelines is that there's a limited amount of parallelization you can do. It's not like you can just slice the frame into rectangles and farm them out.
How I've seen it work in the past, it'll totally work with GI (and more generally, raytracing). If the frame to be rendered is CPU bound rather than I/O (because of heavy scenes), the whole project would be farmed out to the works, so they have a full copy of what's to be rendered, then resize which part of the frame to be rendered by them. Normally this would happen locally, and if you have 8 CPU cores, each one of them get responsible for a small size of the frame. Now if you're doing distributed rendering, replace CPU core with a full machine, and you have the same principle.
Obviously doesn't work for every frame/scene/project, only if the main time is spent on actual rendering with CPU/GPU. Most of the times when doing distributed rendering, CPU isn't actually the bottleneck, but rather transferring the necessary stuff for the rendering (project/scene data structures that each worker needs).
Why are you thinking GI wouldn’t work? Slicing the image plane pretty much works for parallelizing GI just as well as it does for raster. It does help to use small-ish tiles, that way you get some degree of automatic load balancing.
At the standard 24fps it takes you 24 days per film second which works out to 473 years for the average 2 hour long film which can't be right.