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#101 |
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Member
Join Date: Mar 2010
Posts: 133
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Looks very good. It would be interesting to see the interior scene at a lower resolution and spending the processing time on more samples/pixel to see how much it improves noise levels / reduces the motion blur, which is a little distracting at its current level.
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#102 |
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Senior Member
Join Date: Nov 2004
Location: Ohio
Posts: 1,248
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Yeah for now if you let it sit still it's both are very impressive soon as there in movement is the issue. Seems like we are still a few gens from being able to do clean movement in realtime at least with the algorithms used there.
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#103 |
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Junior Member
Join Date: Sep 2008
Posts: 77
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@ cjo, Xenus: I've uploaded a video rendered at 60 fps toggling motion blur on and off:
http://www.youtube.com/watch?v=udWNc_YeN20 (16 samples per pixel per frame, 60 fps)
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#104 |
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Senior Member
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You can set FRAPS to record asynchronously to the screen output, so it won't cap render frame-rate.
__________________
Apple: China -- Brutal leadership done right.
Google: United States -- Somewhat democratic. Microsoft: Russia -- Big and bloated. Linux: EU -- Diverse and broke. |
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#105 |
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Junior Member
Join Date: Sep 2008
Posts: 77
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Thanks, will try that next time.
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#106 |
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Member
Join Date: Mar 2010
Posts: 133
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Thanks for doing that. How may frames does it average with the blur on? And is it a weighted average? I wonder if some sort of noise filtering would improve the image without adding the smearing.
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#107 |
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Junior Member
Join Date: Sep 2008
Posts: 77
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I've set the blur to 0.8 using the accumulation buffer, which means that it averages the samples of 5 frames = 1/(1 - 0.8). There's no weighting, it's just simple averaging, but the real-time image quality is equivalent to an image with 5x as many samples. It's not the best method, but certainly not the worst either when the framerate is high enough. More sophisticated noise filters could potentially solve the smearing.
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#108 |
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Member
Join Date: Mar 2010
Posts: 133
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I suspect that weighting the average so that older frames contribute less may help (at the cost of some increased noise). How many frames would you need to draw to get a perceived noise-free image? (say, on the 16 spp indoor scene)
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#109 |
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Junior Member
Join Date: Sep 2008
Posts: 77
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Just tested it and found that 10 frames of 16 spp per frame are sufficient in the indoor scene to have noise free results (outdoors converge faster, so I guess 4 frames would be enough). I'll try the trick where older frames contribute less next time.
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#110 |
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Junior Member
Join Date: Sep 2008
Posts: 77
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New path tracing test with Brigade2 rendered at 720p on 2 GTX 580 gpus:
http://www.youtube.com/watch?v=L51hHcbZNhg More info at http://raytracey.blogspot.com
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#111 |
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Artist formerly known as Acert93
Join Date: Dec 2004
Location: Seattle
Posts: 7,714
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Thanks straaljager. Maybe you can extrapolate for me: Assuming a 50% increase in GPU performance every 2 years for top end models how much longer will it be before we begin seeing technology like this fast enough to function in higher-end game complexity (e.g. games with hundreds of thousands of polys, maybe a couple million, on screen at a time and fast enough to perform @ a locked 30Hz)?
__________________
"In games I don't like, there is no such thing as "tradeoffs," only "downgrades" or "lazy devs" or "bugs" or "design failures." Neither do tradeoffs exist in games I'm a rabid fan of, and just shut up if you're going to point them out." -- fearsomepirate |
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#112 | |
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Junior Member
Join Date: Sep 2008
Posts: 77
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Quote:
Another advantage is that the geometric complexity of the scene doesn't matter that much, e.g. I don't see much difference in performance between a 50k and a 500k poly scene, it's maybe 1.5x slower. I'm running 300k poly scenes at 30 fps with 16 samples per pixel (sufficient for outdoor scenes) and 640x360 resolution on 2 GPUs. When implementing biased optimizations to calculate diffuse GI, I can see path tracing hit 30 fps at 720p for complex scenes within one or two GPU generations (I'm talking about photorealistic rendering quality with real-time diffuse GI, glossy reflections and refractions, soft shadows, ambient occlusion, ... everything). Maxwell GPUs should be able to reach this goal easily. The area which needs the most improvement currently is raytracing of highly dynamic scenes, where the ray tracing acceleration structures need to be updated or rebuilt every frame if you want to have multiple highly detailed animated characters. Recently there were some huge advancements made, f.e. the HLBVH2 technique from Nvidia, which should be able to handle a scene with 1 million completely independent dynamic triangles in real-time. I have yet to see it in action, but I'm convinced that complex photorealistic games will be possible within two years. |
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#113 | |
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Senior Member
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Quote:
__________________
"Well, you mentioned Disneyland, I thought of this porn site, and then bam! A blue Hulk." —The Creature My (currently dormant) blog: Teχlog |
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#114 |
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Senior Member
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Data structure traversal is probably the biggest bottleneck and will come to be even more with the desire to use ray-tracing in more "liberal" ways. ALU throughout is also a factor, but that's cheap in todays architectures and doesn't relate to the data access issues. Caches and interfaces are the problem, and without some fundamental redesign it won't scale well with the computing rate. Think of vertical die stacking -- you get plenty of embedded RAM and ultra-wide interface.
__________________
Apple: China -- Brutal leadership done right.
Google: United States -- Somewhat democratic. Microsoft: Russia -- Big and bloated. Linux: EU -- Diverse and broke. |
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#115 |
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Junior Member
Join Date: Sep 2008
Posts: 77
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Increased shader count + other architectural improvements + ray tracing scales much better than rasterization (almost perfectly), because it's extremely parallelizable. It's explained in more detail in this video presentation by Nvida about GPU ray tracing: http://www.youtube.com/watch?v=0IC2NIogWR4 (from 8 minutes in). G80 to GT200: 2x speedbump, GT200 to Fermi: another 4x speedbump due to caches.
Last edited by straaljager; 25-Feb-2012 at 13:40. |
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#116 | |
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Senior Member
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Quote:
__________________
"Well, you mentioned Disneyland, I thought of this porn site, and then bam! A blue Hulk." —The Creature My (currently dormant) blog: Teχlog |
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#117 |
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Artist formerly known as Acert93
Join Date: Dec 2004
Location: Seattle
Posts: 7,714
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I know this is a CUDA project, but has there been any tests of this approach on AMD's GCN (7970) product yet? Is it an on-par architecture for this or are there certain advantages/disadvantages?
__________________
"In games I don't like, there is no such thing as "tradeoffs," only "downgrades" or "lazy devs" or "bugs" or "design failures." Neither do tradeoffs exist in games I'm a rabid fan of, and just shut up if you're going to point them out." -- fearsomepirate |
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#118 | |
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Junior Member
Join Date: Sep 2008
Posts: 77
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Quote:
Good question. I've read that Dade's SmallLuxGPU runs very well on the 7970, about twice as fast as the HD 5870. I haven't done any tests with AMD cards though, so I can't say for sure. |
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#119 | |
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Senior Member
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Quote:
__________________
"Well, you mentioned Disneyland, I thought of this porn site, and then bam! A blue Hulk." —The Creature My (currently dormant) blog: Teχlog |
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#120 |
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Member
Join Date: Jun 2007
Posts: 263
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Anybody tested this cuda path tracing yet on new Kepler ?
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#121 |
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Junior Member
Join Date: Sep 2008
Posts: 77
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From all the reviews it appeared that the path tracing performance of the GTX 680 would be abysmal and far below expectations (worse than GTX 580), but I just found this CUDA path tracing benchmark (thanks to toxie from ompf forum) comparing GTX 480 and GTX 680, which looks a bit more promising: http://www.tml.tkk.fi/~timo/HPG2009/index.html
Last edited by straaljager; 29-Mar-2012 at 19:33. |
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#122 |
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Member
Join Date: Aug 2005
Posts: 278
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So almost 2x faster than the 480? That is pretty impressive if you ask me. It seems like the 680 is a bit of a puzzle...supposed to suck at path tracing and things like CFD; but excels at them in certain tests and does poorly in others. Seems like the code just needs to be optimized for kepler..then it's off the the races!!
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#123 |
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Senior Member
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From what I understand it sucks as long as you try to use doubles. As long as you stay with floats (and compiler actually spits out something usable) it's awesome.
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#124 | |
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Senior Member
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Quote:
__________________
Apple: China -- Brutal leadership done right.
Google: United States -- Somewhat democratic. Microsoft: Russia -- Big and bloated. Linux: EU -- Diverse and broke. |
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#125 |
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Member
Join Date: Jun 2007
Posts: 263
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From what I understand, this current Kepler, has been optimized for fast texturing, sacrificing L1/lL2 cache and shared memory in the process. For graphics this is a win but for compute algorithms relying on CPU like caches it hurts.
I'm still curious how current path tracing optimized for Fermi runs on Kepler. |
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