Recent content by Simon F

  1. Simon F

    IMG CXT with PowerVR Photon ray tracing architecture

    No, but there was a Quoll and Elan.
  2. Simon F

    IMG CXT with PowerVR Photon ray tracing architecture

    Indeed, I can now confirm - I found the very page where Rys suggested it.
  3. Simon F

    IMG CXT with PowerVR Photon ray tracing architecture

    I suppose I could look through old emails to verify but you look like a trustworthy type of bloke so I'll take your wordšŸ˜Š (if it had been me, it'd probably be another model of a car I'd owned or a native Australian animal)
  4. Simon F

    IMG CXT with PowerVR Photon ray tracing architecture

    Pardon my ignorance, but where did the "hardware photon tracingā„¢" quote come from? IIRC, "Photon" was the name selected by a poll conducted in Imagination a few years back, when we wanted a name for the latest generation of our Ray Tracing Hardware system. The previous generation was Wizard.
  5. Simon F

    IMG CXT with PowerVR Photon ray tracing architecture

    Don't know if it's of interest, but some bloke did a Hot 3D talk at High Performance Graphics / EGSR earlier this year:
  6. Simon F

    Intel ARC GPUs, Xe Architecture for dGPUs [2018-2022]

    The Intel approach is not too dissimilar to that described by James McCombe at SIGGRAPH 2013 (See first video in https://dlnext.acm.org/doi/abs/10.1145/2504435.2504444 )
  7. Simon F

    "Cutting edge" open source API & driver just released...

    That is exactly the reason - it was an interface to query the graphics card's resolution / colour depth settings on DOS. Only a little bit - most of the work was carried out by some young keen archaeologists, but I gave them some clues where to dig :-)
  8. Simon F

    "Cutting edge" open source API & driver just released...

    It's been a while since I stalked B3D, but some of the old timers (if any still exist) might find this amusing/illuminating from a nostalgia POV: "The original driver source code for the PowerVR Series 1 GPUs : Midas arcade, PCX1 and PCX2. This source code is provided as a reference, without...
  9. Simon F

    Could Dreamcast et al handle this/that fighter? *spawn

    I wish I had as well....but I simply didn't have the space on that host. I'm assuming here you mean the VQ compression on Series 2 (i.e. ARC1, Dreamcast /CLX2 & Neon250) Not sure what you meant here. The VQ decompression hardware could target (i.e. decompress to) either the default 16bpp...
  10. Simon F

    Could Dreamcast et al handle this/that fighter? *spawn

    OMG! I made that texture back in the late 90s to compare different bump map techniques**. I still have a JPG version of it. Now I do feel old. **Basically it was to show the "displacement" approach that one 3D card company were describing falls apart when trying to model light approaching...
  11. Simon F

    DirectX Ray-Tracing [DXR]

    It'd surely be far easier for sound certainly, though I have a feeling I read some schemes were still doing ray tracing for sound as well, but take that with a large grain of NaCl.
  12. Simon F

    DirectX Ray-Tracing [DXR]

    It was a tongue-in-cheek comment. Having said that, about 25+ years ago I read a paper (I don't recall the title nor author(s)) that proposed rendering by propagating wavefronts. Unfortunately, for rendering cost reasons, IIRC the wavelengths were not much smaller than the objects being...
  13. Simon F

    DirectX Ray-Tracing [DXR]

    Just listened to the start with So if we modelled the two slit experiment we'd get...? :twisted: ;-) :p Listening to the rest of it now. FWIW: Remembered there's some early info on the light map bakery here: Interesting to see a mention of Imagination/PowerVR's Wizard (running at 2Watts)...
  14. Simon F

    DirectX Ray-Tracing [DXR]

    And from 2017's GDC, a mobile-sized device doing ray tracing:
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