Imagination to acquire Caustic Graphics, developer of real-time ray-tracing graphics technology, for $27 million - http://www.imgtec.com/corporate/newsdetail.asp?NewsID=602
That's a fair summary.Caustic's solution is hardware-based (FPGA for now) algorithms that supposedly handle all the irregular parts of raytracing and feed a highly regular (memory locality/branching) workload to the GPU (currently via OpenCL I think).
Ah, so they hope Otellini is still daydreaming about raytracing and this will get them into every single future Intel chip ever. A good plan if I ever saw one! Also worth pointing out that the three founders of Caustic are all ex-Apple.
Caustic's solution is hardware-based (FPGA for now) algorithms that supposedly handle all the irregular parts of raytracing and feed a highly regular (memory locality/branching) workload to the GPU (currently via OpenCL I think). I'm a bit skeptical of some of their claims, and I'm curious whether SGX (&Series6?) being MIMD means they can either do some/all of that processing in the shader core and whether MIMD does give some extra efficiency (very high coherence doesn't mean perfect coherence).
Imagination does seem like a very good fit for Caustic, but I'm not sure Caustic is as good a fit for Imagination - it is quite expensive, and their operating loss in the last year is quite high. Hopefully this is based on real customer interest (i.e. Intel/Apple) and not just long-term thinking.
I know the console cycles are getting longer, but it still seems a bit late for the PS4, doesn't it? Unless Sony (or MS or Nintendo) was already working with Caustic and considering integrating it along with their choice of GPU IP anyway - which I doubt, but is far from impossible.Sony maybe?
Maybe expensive for Imagination, but I can't believe this is a great exit for the investors. The company must have burned through much more than that. So probably a fire sale to recoup at least a little bit of money...Arun said:Imagination does seem like a very good fit for Caustic, but I'm not sure Caustic is as good a fit for Imagination - it is quite expensive, and their operating loss in the last year is quite high.
DX is designed for (for want of a better term) scan line rendering but, FWIW, ray tracing and dynamic tessellation can be an ideal match.Does Caustic raytracing work with DX11 tessellation? If the model polygons are being changed on the fly at render time, it would seem they aren't compatible. Just curious...
FWIW, ray tracing and dynamic tessellation can be an ideal match.
There is a better term ... forward rendering, not very commonly used but still a better term. The term scanline rendering is counter intuitive and overloaded with the original meaning.DX is designed for (for want of a better term) scan line rendering
They didn't use raytracing in Monsters Inc. did they?Yes, I saw a talk from one of the guys from Pixar where he described the pipleine they used for Monsters Inc, dynamic tessellation and displacement figured heavily in this, it was also tile based...
Unless I'm mixing up presentations (it was a while ago), yes they did (not for everything).They didn't use raytracing in Monsters Inc. did they?
It certainly does.. pure raytracing sucks for all of them, since it has lousy coherency in object space.
Hmm... surely that's just as likely to lead to confusion between "forwards" and "backwards" (i.e standard) ray tracing.There is a better term ... forward rendering, not very commonly used but still a better term
I've always considered tracing a ray z-buffered tile rendering with a tile size of 1.Maybe I should just have said "Z buffer, triangle rendering" and there'd be no confusion.
First movie in which they used ray-tracing heavily was Cars and they limited it to couple of bounces of reflections and ambient occlusion.Unless I'm mixing up presentations (it was a while ago), yes they did (not for everything).