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#201 |
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Darlek ******
Join Date: Jun 2004
Posts: 5,337
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that hardware raytracer, maybe nv will buy them then incorporate it into their gfx cards like physx ?
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Guardian of the "Sacred Terabyte of Gaming Goodness™" |
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#202 |
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Member
Join Date: Oct 2006
Location: Goettingen, Germany
Posts: 697
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Hail Brothers and Sisters! Coranon Silaria, Ozoo Mahoke Eta Kooram Nah Smech! Find Chuck Norris. |
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#203 | |
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Naughty Boy!
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So most of Pixar's film work is not raytraced. I can't stand this fallacy that has been used to promote raytracing for ages. Dreamworks has published a nice paper on lighting in Shrek arguing how they don't even WANT to use realistic light models because they are hard to control for an artist. Relatively simple lightsources are much easier to control than a completely accurate radiosity solution and all that. You simply place lightsources where you want the light, just like in regular movies. |
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#204 |
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Tea maker
Join Date: Feb 2002
Location: Island of Sodor
Posts: 3,896
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I think the major exceptions to this rule are "Ice Age" etc. IIRC we used to have someone from Blue Sky on B3D who used the tag "Mr. Blue".
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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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#205 | |
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Representing the Islands
Join Date: Mar 2004
Location: New York
Posts: 7,978
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#206 |
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Senior Member
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Oh, so they finally admitted they had no silicon I see.
My opinion ... if they had a world class renderman engine they could immediately sell which they could accelerate they'd have a product, an accelerator for software which doesn't exist will be hard to sell. Last edited by MfA; 20-Apr-2009 at 17:16. |
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#207 |
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Member
Join Date: Jul 2005
Posts: 317
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Eh ? What?
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#208 | ||
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Senior Member
Join Date: Jul 2008
Location: camping with a mauler
Posts: 1,316
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Does an FPGA not count?
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#209 |
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Senior Member
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#210 |
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Senior Member
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No it does not ... hell, they didn't try to hide the fact that they were using FPGAs initially for nothing. For the cost of a couple of those huge FPGAs you could build a rendering cluster of COTS hardware which would blow it away. Which will be a significant problem for them even after they do have their own silicon (due to low volumes). Maybe they can sell it on power consumption ...
Last edited by MfA; 20-Apr-2009 at 18:40. |
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#212 |
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Senior Member
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It's not a prototype, they are selling it ... and they shouldn't have allowed their PR staff to try to hide it was a FPGA.
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#213 |
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Member
Join Date: Aug 2007
Location: In the land of the drop bears
Posts: 563
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#214 |
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Dangerously Mirthful
Join Date: Feb 2002
Location: Highland, IN USA
Posts: 14,172
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That they're selling?
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#215 | |
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Member
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#216 |
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Naughty Boy!
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This article gives some insight in how these cards are used:
http://www.extremetech.com/article2/...2345640,00.asp Apparently the chips are used to accelerate some portions of the raytracing process, but the actual shading is done on the CPU (and in the future can be done on the GPU). It seems that their hardware mainly reorders rays so that they can be processed efficiently in parallel by conventional CPUs and GPUs. They use the word 'scheduler'. |
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#217 | |
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Member
Join Date: Aug 2005
Posts: 264
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Quote:
Finnaly one of first steps going to RT... im pray here for some day we could see a mature hardware (or hybrid with Raster...) doing true RT(60 to 200 rays/pixel). (what level opemRT /saarcor guys going in your RT engine? It does exist today?) |
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#218 |
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Naughty Boy!
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A similar article on Arstechnica:
http://arstechnica.com/hardware/news...g-platform.ars Also, the business plan is apparently to start with these FPGA-based cards (Caustic One), because they're cheap to build... then build an ASIC card (Caustic Two) if there is enough demand. Because the chip doesn't really rely on tons of bandwidth and tons of parallel SIMD processing power (those things are basically delegated to the CPU or GPU performing the actual shading and other tasks), it doesn't have to be a very big, cutting-edge chip. They want to build the ASIC on 90 nm, running at about 350 MHz, which should be more than 10 times as fast as the current FPGA. |
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#219 |
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Registered
Join Date: Mar 2009
Posts: 3
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A curious business case in that article about game level design. Secret Level made a level lighter that was GPU based. Big win. Otavio Good showed at @ XNA game fest a couple of years ago: http://www.secretlevel.com/downloads...in%20Games.zip
What's not clear here is why a raytracer would be a better choice... unless it was used slowly for AO or something like that. And you'd still have to write the software and integrate it into your pipeline. Or just buy Beast. Natural lighting isn't what's usually desired. Look at the average live-action movie crew. The big lighting trucks contain a few lamps and a LOT of equipment (and people) who are there to PREVENT natural light. Believable, yes. Natural, no. |
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#220 |
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Junior Member
Join Date: Oct 2008
Location: Redmond area
Posts: 25
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[QUOTE=Joker B;1289243]
What's not clear here is why a raytracer would be a better choice... QUOTE] some effects are just easier with a tracer. reflections and refractions are pretty trivial in a tracer and are much, much harder to get right in a triangle engine. cubemap reflections, for instance, dont typically have an accurate point of view for all camera positions as the cubemap is rendered from one pov. and who knows, might even affect gameplay if done accurately in a tracer |
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#221 |
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Senior Member
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Interactive games are fundamentally different because the viewpoint tends to be arbitrary.
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#222 |
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Naughty Boy!
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Exactly, I read a nice paper from Dreamworks a few years ago, about the lighting used in Shrek, and how they like to control the lighting accurately with simple pointlights or spotlights, rather than going for GI/'physically accurate' solutions.
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#223 |
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Member
Join Date: Oct 2006
Location: Goettingen, Germany
Posts: 697
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__________________
Hail Brothers and Sisters! Coranon Silaria, Ozoo Mahoke Eta Kooram Nah Smech! Find Chuck Norris. |
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#224 |
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Senior Member
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Really limited ray tracing on an extremely inflexible architecture ... what a throwback.
14400 FP multipliers in a 150 Million gates ASIC is impressive though, but the amount of memory available on chip is incredibly small ... I just don't see how you are ever going to implement say GI algorithms on that thing. Last edited by MfA; 04-Jul-2009 at 18:45. |
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