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#1 |
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Beyond3D News
Join Date: May 2007
Posts: 440
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Since the rest of the internet is still at the stage where they're all excited about Larrabee being presented at Siggraph (hint: you guys are ten days late), we thought we'd let you know it will also be presented at Hot Chips, presumably with more of a hardware perspective.
Read the full news item |
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#2 | |
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Member
Join Date: Oct 2006
Posts: 214
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Quote:
Intel: rasterisation (and NV) are dead, ray tracing is the way of the future for awesome cool new effects NV: Intel is ray-tracing only, do you really want to rewrite your game from scratch for it? Intel's trying to pull an Itanium (destroy the market with a paper product way before any actual launch), while NV is capitalizing on the lack of real info about LRB. |
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#3 |
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Nutella Nutellae
Join Date: Feb 2002
Location: San Francisco
Posts: 4,297
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I don't think so, NVIDIA is investing a lot on money on RT.
I wouldn't be surprised if NVIDIA is actually investing more in RT than Intel.
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[twitter] More samples, we need more samples! [Dean Calver] The opinions expressed herein are my own personal opinions and do not represent my employer's view in any way Last edited by nAo; 15-Jun-2008 at 15:02. |
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#4 | |
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Member
Join Date: Sep 2004
Posts: 520
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Quote:
Global illumination, Real time AC and area-lit soft shadows seems like the next generation of effects coming through. All of which are computable without RT true? and all will prob take another 3 - 4 years before they are all full scene / full screen effects in most/all games. By which time RT may then just be starting to emerge? As an interesting tech for hybrid rendering (if hybrid is a possibility?)
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"It is an embarrassing design flaw of the male brain that tits & ass based sales pitches never, ever get old. We are so easily exploited. It's as if we had an admin user account to our brains set up with no password. This is the only reason why women will eventually rule the world." |
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#5 |
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Senior Member
Join Date: Apr 2006
Location: Io, lava pit number 12
Posts: 2,108
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As far as i know, Nvidia's "Gelato" (even the Pro version) is now 100% free, as its development is being phased out in favor of their new -and far more more widespread in the industry- acquisition, Mental Images' "Mental Ray".
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#6 |
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Nutella Nutellae
Join Date: Feb 2002
Location: San Francisco
Posts: 4,297
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I was not talking about Gelato, Nvidia is investing a lot on money in RT research; they also acquired Peter Shirley's company.
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[twitter] More samples, we need more samples! [Dean Calver] The opinions expressed herein are my own personal opinions and do not represent my employer's view in any way |
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#7 | |
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Regular
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Talking about Peter Shirley ... from his blog :
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#8 |
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Member
Join Date: Nov 2007
Location: Santa Clara, CA
Posts: 427
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My bet is that ray tracing will be much faster on NV hardware, and that NV is targeting the movie/commercial/in-game-video ray tracing market.
As for real-time ray tracing, about all that is needed for current raster based hardware is a fast hardware path for writing depth conditional that written depth is farther away from eye than the triangle primitive's depth. Then HiZ (AMD) Z-Cull (NV) could still work without much of a hardware change. Simply raycast into the triangle, and use triangles as bounding geometry to accelerate the raycast. Writing depth is required to solve overlap problem else you get billboards... Solve secondary rays with traditional image space maps (cubemaps, etc). Hybrid methods will be practical very soon (next console generation).
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Timothy Farrar :: blog |
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#9 |
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Regular
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With one map per triangle (except for shadow rays) I don't see that as particularly tractable. You can't get away from directly accelerating ray traversal of the bounding volume hierarchy on the GPU ... once you have that everything else is too trivial to worry about.
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#10 | ||
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Nutella Nutellae
Join Date: Feb 2002
Location: San Francisco
Posts: 4,297
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Quote:
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[twitter] More samples, we need more samples! [Dean Calver] The opinions expressed herein are my own personal opinions and do not represent my employer's view in any way |
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#11 | |
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Member
Join Date: Nov 2007
Location: Santa Clara, CA
Posts: 427
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Not one map per triangle (obviously). Think of maps as simply a way to pool secondary rays by data locality. Don't forget that you can raycast into a map also.
Just speculation for now... Quote:
How would a traditional ray tracer have any hope in accelerating a really dynamic system with a lot of moving objects? Rebuilding the acceleration structure which is necessary to get good ray search performance would be many times more expensive than simply rendering the bounding volumes of the movers (ie leaves of a tree, etc) to start the rays from. Somewhat similar to the reason we radix sort instead of quick/heap/merge sort...
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Timothy Farrar :: blog |
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#12 | |
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Quote:
Doing a hybrid between object order and image order rendering will only work for the primary and shadow rays ... if rays don't originate from a single point the only way to know if there is an intersection is to do the test per ray. Last edited by MfA; 16-Jun-2008 at 16:19. |
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#13 | ||
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Nutella Nutellae
Join Date: Feb 2002
Location: San Francisco
Posts: 4,297
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Quote:
BTW..I know it's semantics but I wouldn't say that triangles solve visibility without searching: you are still searching, just in a different way. Andy put this very well in a long post he wrote on another forum, too bad I can't find it now Quote:
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[twitter] More samples, we need more samples! [Dean Calver] The opinions expressed herein are my own personal opinions and do not represent my employer's view in any way |
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#14 | ||
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Member
Join Date: Nov 2007
Location: Santa Clara, CA
Posts: 427
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Timothy Farrar :: blog |
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#15 | ||
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Nutella Nutellae
Join Date: Feb 2002
Location: San Francisco
Posts: 4,297
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[twitter] More samples, we need more samples! [Dean Calver] The opinions expressed herein are my own personal opinions and do not represent my employer's view in any way |
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#16 |
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Member
Join Date: Nov 2007
Location: Santa Clara, CA
Posts: 427
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Humm, I'm wrong, actually apparently on at least one current platform you can force coarse tile raster z culling with depth writes on if writes are farther than triangle plane equation Z.
Anyway as per 2ndary rays using maps, http://www.fsz.bme.hu/~szirmay/ibl3.pdf, its not as if this hasn't been done before (just GPU performance hasn't been there to do it yet).
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Timothy Farrar :: blog |
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#17 | |
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#18 | |
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Member
Join Date: Nov 2007
Location: Santa Clara, CA
Posts: 427
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Timothy Farrar :: blog |
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#19 |
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Raycasting into rasterized environment maps will not be what people expect when you say you are raytracing on the GPU. Most of the heavy lifting is still done by rasterization and you have none of the elegance or generality of what people will expect from raytracing.
Also if you want to do it right you simply can't leave it at that, because of differences in occlusion from the original point of view and that of the actual ray you will get artefacts ... for refraction and lighting effects it's not so bad because we have a higher tolerance for errors there, but reflections will be noticeably fucked up on occasion. You can make a good guess where the artefacts are and fill them in with real raytracing, but then you actually have to be able to do real raytracing. Last edited by MfA; 18-Jun-2008 at 02:58. |
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