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#26 | |
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hardware monkey
Join Date: Mar 2007
Posts: 3,814
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#27 |
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Junior Member
Join Date: Jul 2008
Posts: 27
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Thread hijacked
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#28 |
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hardware monkey
Join Date: Mar 2007
Posts: 3,814
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LOL, how so? We're still discussing ray-tracing... These sort of discussions have a tendency to branch off
yes, I went there |
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#29 |
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AndyTX
Join Date: May 2004
Location: British Columbia, Canada
Posts: 1,061
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Only if you admit that GPUs don't suck at raytracing... and you admit that there's nothing too special about it and its unsurprising that AMD could be doing some raytracing on the GPU considering quite a few such demos have already been shown in the past. [Don't get me wrong, it's still cool, just not that surprising.] All of the discussion pertains to these points, so let me know if you're convinced
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The content of this message is my personal opinion only. |
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#30 |
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Regular
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From the very sparse comments made during the presentation:
http://forum.beyond3d.com/showpost.p...postcount=4383 http://forum.beyond3d.com/showpost.p...postcount=4386 it sounds like id's technique is similar. The Q&A section of the presentation: http://www.bootdaily.com/index.php?o...k=view&id=1126 fills in some odd details. You're looking for the bits where the young Soprano is talking. Jawed |
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#31 | |
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Junior Member
Join Date: Jul 2008
Posts: 27
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#32 |
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Regular
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Oh and a bit more:
http://www.youtube.com/watch?v=Bz7AukqqaDQ# The Lightstage-captured woman is pretty impressive. Jawed |
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#33 | |
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AndyTX
Join Date: May 2004
Location: British Columbia, Canada
Posts: 1,061
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But rasterization+raytracing hyrbid rendering is just *crazy-talk*!
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The content of this message is my personal opinion only. |
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#34 | |
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hardware monkey
Join Date: Mar 2007
Posts: 3,814
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#35 |
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Senior Member
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If voxels do get popular people will figure out the same thing they did for them as they did for triangles, raytracing just doesn't make much sense for primary rays or shadow rays. It's easier to code, certainly with voxels ... but it has the same lousy locality of reference it has with triangles.
You can throw rays at the scene, or you can throw the scene at the rays ... triangles, voxels .... it doesn't matter. |
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#36 |
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Regular
Join Date: Jun 2003
Posts: 5,424
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I was pretty stunned. When that section first came up, I thought it was supposed to be film of the actress doing the actual recording. When he said that this was the computer generated version, it was totally photorealistic (at least to the limits of the online movie). It will be interesting if they get the compression down as far as they hope, then you could really use this technique all over.
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#37 |
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Senior Member
Join Date: Dec 2002
Location: Under a Crushing Burden
Posts: 3,675
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Awesome! I have been wondering what the deal is with it. Like I said before this then has the potential to make physics in games take a gigantic leap as well.
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You bought horse armor didn't you? Last edited by Sxotty; 25-Jul-2008 at 04:27. |
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#38 | |||
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Member
Join Date: Oct 2007
Posts: 621
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#39 | |
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Member
Join Date: Aug 2005
Posts: 163
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#40 | |
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Tea maker
Join Date: Feb 2002
Location: Island of Sodor
Posts: 4,006
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"Your work is both good and original. Unfortunately the part that is good is not original and the part that is original is not good." -(attributed to) Samuel Johnson "I invented the term Object-Oriented, and I can tell you I did not have C++ in mind." Alan Kay |
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#41 | |
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AndyTX
Join Date: May 2004
Location: British Columbia, Canada
Posts: 1,061
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But whatever, coherence/locality is swiftly becoming the only thing that matters in rendering and parallel computing, so I don't see rasterization-like techniques going away any time soon.
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The content of this message is my personal opinion only. |
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#42 |
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Senior Member
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#43 |
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Regular
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More information:
He summarises how he got to where he is now and focuses on the Transformers real-time trailers: http://youtube.com/watch?v=ALD4NRR_DwY This is a demonstration of rendering into a browser window. 3x RV770s doing 2 Transformers in a city scene with dynamic lighting computed in real time. http://youtube.com/watch?v=iwTcvk5IuB4 I think these are polygon rather than voxel based. This is the best Lightstage related talk: http://youtube.com/watch?v=aCgeVDLpV6k Jawed |
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#44 | |
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Member
Join Date: Aug 2005
Posts: 163
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P.S. Not sure if I missed this, but it seems like good info http://anteru.net/2008/07/25/242/ Last edited by CNCAddict; 25-Jul-2008 at 23:12. |
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#45 | |
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Senior Member
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Here's a nice thread on the topic at hand. Last edited by MfA; 26-Jul-2008 at 00:48. |
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#46 | |
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Member
Join Date: Aug 2005
Posts: 163
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"no baked lighting, nothing's precomputed" minute 1:14 "100's of lights in the building all being rendered in real time, calculated in real time" minutes 2:25 he puts a spotlight at the camera location and the characters shadow is on the opposing building Thanks for the link also, I'm reading it right now |
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