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#1 |
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Beyond3D News
Join Date: May 2007
Posts: 440
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For many months, researchers and marketing fanatics at Intel have been heralding the upcoming 'raytracing revolution', claiming rasterisation has run out of steam. So it is refreshing to hear someone actually working on Larrabee flatly denying that raytracing will be the chip's main focus.
Read the full news item |
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#2 |
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Mostly Harmless
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That's a nice quote on the "how did this strange thing happen?", but if I were to put a date and place on where the messaging went off the rails it would be 8/30/2006 and right here: http://www.mercextra.com/blogs/aei/2...e_coming_comb/
But, finally, can we talk now about how raytracing gets folded into DX, over what time frames, and following what model? Will MS stamp their authority on a solution sooner rather than later? Or will they let some proprietary API solutions compete for awhile before picking "best of breed" as the basis for inclusion in DX? Will middleware from 3rd parties play a big role in transitioning ISVs up the learning curve?
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"We'll thrash them --absolutely thrash them."--Richard Huddy on Larrabee "Our multi-decade old 3D graphics rendering architecture that's based on a rasterization approach is no longer scalable and suitable for the demands of the future." --Pat Gelsinger, Intel ". . .its taking us longer than we would have liked to get a [Crossfire game] profiling system out there" --Terry Makedon, ATI, July 2006 "Christ, this is Beyond3D; just get rid of any f**ker talking about patterned chihuahuas! Can the dog write GLSL? No. Then it can f**k off." --Da Boss |
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#3 |
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AndyTX
Join Date: May 2004
Location: British Columbia, Canada
Posts: 1,840
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Yay, I was hoping someone here would notice Tom's post
Now we can get back to the interesting conversations, like the questions that Geo brings up. |
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#4 |
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Regular
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#5 |
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Regular
Join Date: Aug 2006
Posts: 6,823
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That's good, because I remember a recent interview with Carmack saying raytracing stinks, basically. He then stated that it was possible though that with Intels process advantage, it might have 3 times more clockspeed than the competition to overwhelm the fact that raytracing might be three times as slow, ie a 3ghz GPU that might perform like the competitions fastest 1ghz chips.
And I thought it begged the question..why not just go with a traditional architecture and be three times faster than the other guys instead? Sounds like the new Intel is heading that direction. |
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#6 |
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Regular
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Why would D3D try to integrate ray tracing? Seems like a bad idea to me because that would be trying to strictly lock down data structures ruining whatever flexibility ray tracing would afford.
Jawed |
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#7 |
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Naughty Boy!
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Well, no surprise there.
Also the thing about it not having much in terms of fixed hardware... Depends on how you look at it I suppose. With that many cores/threads, you can simply dedicate one or more of them to tasks that were previously hardwired. The end result is the same: input data here, get output data there, in parallel with whatever other rendering tasks the chip is performing. As I already pointed out elsewhere, Intel already does a bit of that: http://softwarecommunity.intel.com/a...s/eng/1487.htm As you can see, it will spawn threads on the execution units for clipping and coefficient/interpolation setup. So part of the rasterizer on Intels IGP has been brought back to 'software' (not sure if any other GPU does this aswell?). |
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#8 |
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Mostly Harmless
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If the same hardware resources are doing both rasterisation and raytracing, don't you need to be able to schedule them somehow rationally, and wouldn't that require (or if not require, be made much easier by) "talking" to the resource through a common interface?
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"We'll thrash them --absolutely thrash them."--Richard Huddy on Larrabee "Our multi-decade old 3D graphics rendering architecture that's based on a rasterization approach is no longer scalable and suitable for the demands of the future." --Pat Gelsinger, Intel ". . .its taking us longer than we would have liked to get a [Crossfire game] profiling system out there" --Terry Makedon, ATI, July 2006 "Christ, this is Beyond3D; just get rid of any f**ker talking about patterned chihuahuas! Can the dog write GLSL? No. Then it can f**k off." --Da Boss |
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#9 | |
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Mostly Harmless
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Standard API's always trade flexibility for predictability and portability. I wouldn't be surprised if there were proprietary lower level access that co-existed as well, but I'd think ISV's would demand some level of standardisation and portability between solutions for all the same reasons we have DX in the first place. Edit: Or said another way, Jen-Hsun will give up raytracing to the x86 crowd when they pry it from his cold dead fingers.
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"We'll thrash them --absolutely thrash them."--Richard Huddy on Larrabee "Our multi-decade old 3D graphics rendering architecture that's based on a rasterization approach is no longer scalable and suitable for the demands of the future." --Pat Gelsinger, Intel ". . .its taking us longer than we would have liked to get a [Crossfire game] profiling system out there" --Terry Makedon, ATI, July 2006 "Christ, this is Beyond3D; just get rid of any f**ker talking about patterned chihuahuas! Can the dog write GLSL? No. Then it can f**k off." --Da Boss |
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#10 | |
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Senior Member
Join Date: Jun 2003
Posts: 2,570
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For somethings, it not only gives better results, but its faster as well. If people want to read up on how rays can be used within the raster graphics domain, I would highly suggest people go to graphics.pixar.com and read some of the papers. Ray Tracing for the Movie 'Cars' is a good primer. Aaron Spink speaking for myself inc. |
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#11 | |
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Regular
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I think treating ray tracing as just another general computation problem that can run (at least partially) on the GPU is the way forward. The more advanced developers are champing at the bit to be able to do general computation freely on the GPU, so ray tracing is just some code+data. The problem of pipelining "non-graphics" computations, consuming/producing irregular data structures and allowing developers to dynamically construct networks of kernels lies at the heart of getting general computation "right". Larrabee does this right, by default - it's the incumbent IHVs who've got to adapt. Jawed |
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#12 | |
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Regular
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http://graphics.stanford.edu/papers/i3dkdtree/ Their big problems are SIMD divergence penalty and limited per-ray register allocation. I don't see how a ray-tracing-specific API is going to solve those problems. They note that D3D10 partially eases some of the restrictions of DX9, but it doesn't go far enough. Any substantial change to the API/GPU in this direction will be driven by general computation. Jawed |
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#13 |
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Regular
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Support for virtualizing resources so you can run GPGPU and rendering at the same time will come, but that's hardly specific raytracing support.
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#14 | |
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Unknown.
Join Date: Aug 2002
Location: UK
Posts: 4,877
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Plus, I'm still pretty convinced raytracing is performance-sensitive enough that it makes more sense to have a hardware-specific implementation exposed through a common API. And in general, Tom Forsyth mentions they'll sport a bunch of other features that GPUs don't/won't have. If that's not in DX11... how do they expose it?
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Focusing on non-graphics projects in 2013 (but I still love triangles) "[...]; the kind of variation which ensues depending in most cases in a far higher degree on the nature or constitution of the being, than on the nature of the changed conditions." |
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#15 | |
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Naughty Boy!
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So perhaps these features are mainly exposed by their GPGPU/software rendering programming interface? |
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#16 | |
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Unknown.
Join Date: Aug 2002
Location: UK
Posts: 4,877
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__________________
Focusing on non-graphics projects in 2013 (but I still love triangles) "[...]; the kind of variation which ensues depending in most cases in a far higher degree on the nature or constitution of the being, than on the nature of the changed conditions." |
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#17 | |||
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If Larrabee supports multiple concurrently executing kernels and virtualises the resources used by the D3D pipeline, I expect it to be running a software D3D pipeline and various non-D3D general compute kernels in parallel. e.g. Havok, which should run concurrently with D3D rendering. Since ray casting is a part of a physics engine, how far is it from Havok to a ray tracing library sold by Intel? NVidia is surely doing the same with PhysX/CUDA. Jawed |
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#18 |
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Member
Join Date: Dec 2004
Location: Melbourne, Australia
Posts: 233
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I'm still hoping for something like DirectPhysics and/or DirectRT from Microsoft. I don't want to have to write code for 3 different GPUs because all 3 IHVs use their own formats and interfaces.
Some people hate Microsoft's monopoly, but the fact that they can actively force a standard on everyone is invaluable. I'd love to be able to just make calls to something like "DirectPhysics", and it'll automatically go to whatever physics engine or drivers or hardware acceleration is available. |
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#19 | |||
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Unknown.
Join Date: Aug 2002
Location: UK
Posts: 4,877
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Certainly Intel can use Havok and NVIDIA can use Ageia as 'backdoors' for graphics raytracing if they wanted to; however, unless they were nearly optimal for the other guy's hardware too (and AMD's ideally), I don't see how that can gain traction. Quote:
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P.S.: I wrote a noticeable chunk of the original news piece, but the final version was written by consensus - so do not assume the views presented in the news piece are 100% exactly those of anyone specific on staff, although all of us agree with the vast vast majority of what's in the piece (and parts where that didn't happen were just removed, obviously).
__________________
Focusing on non-graphics projects in 2013 (but I still love triangles) "[...]; the kind of variation which ensues depending in most cases in a far higher degree on the nature or constitution of the being, than on the nature of the changed conditions." |
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#20 |
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Senior Member
Join Date: Jan 2003
Location: Ottawa, Ontario
Posts: 1,783
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What's wrong with x86 as a standard? Let the middleware worry about APIs. To sell Larrabee they first and foremost need it to rasterize, and that's apparently Tom's job. It doesn't imply that other extensions will be offered through DirectX 11. That's just one of the many libraries it will be able to run (in my expectation). Not happy with the DX11 geometry shaders? Write your own in x86, stream out, stream in...
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#21 | ||
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Unknown.
Join Date: Aug 2002
Location: UK
Posts: 4,877
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Oh, I think I already answered that:
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__________________
Focusing on non-graphics projects in 2013 (but I still love triangles) "[...]; the kind of variation which ensues depending in most cases in a far higher degree on the nature or constitution of the being, than on the nature of the changed conditions." |
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#22 | ||
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Senior Member
Join Date: Jan 2003
Location: Ottawa, Ontario
Posts: 1,783
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I'm just speculating and of course I'm just as curious about implementation details, but I'm not exactly worried. Anyway, could someone maybe sum up the people who are rumored/known to work on Larrabee? |
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#23 | |||||
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Regular
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The consoles play a big part in this, this isn't just about PC CPU+GPU. I don't want to see a single, hardware-specific, platform dominate. In the face of general computation on GPUs it'll have its work cut out. Particularly as GPUs will be shifting dramatically towards a general computation model over the same timeframe that ray tracing evolves for game graphics. Quote:
Or do you want a ray tracing API solely to enable a united front for the sake of progress? That's some abstract sense of progress, in my view, hobbled by research and algorithms that'll be years out of date by the time the hardware/API appears. Quote:
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Jawed |
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#24 | |||
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Junior Member
Join Date: Sep 2007
Location: Netherlands
Posts: 27
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If true, then the question would be how. A full custom 3D API would be madnes imo. Would it be possible to create a new high level shading language with a larger set of operations and features? Or would Intel rather have more stages in the pipeline being programmable? Not sure if that would increase the overal usefulnes and flexibility to a game engine that much. Quote:
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#25 |
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Mostly Harmless
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AMD and gpgpu certainly came to mind right there, alas.
__________________
"We'll thrash them --absolutely thrash them."--Richard Huddy on Larrabee "Our multi-decade old 3D graphics rendering architecture that's based on a rasterization approach is no longer scalable and suitable for the demands of the future." --Pat Gelsinger, Intel ". . .its taking us longer than we would have liked to get a [Crossfire game] profiling system out there" --Terry Makedon, ATI, July 2006 "Christ, this is Beyond3D; just get rid of any f**ker talking about patterned chihuahuas! Can the dog write GLSL? No. Then it can f**k off." --Da Boss |
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