Isn't the PS3's real power the union of the CELL & RSX?

PC-Engine said:
nAo said:
PC-Engine said:
That would be a subset of RT aka photon mapping.
OMG :oops:

And photon mapping takes much more work than RT which only requires 1st order rays.

Ray-casting - firing a single ray to see what you have hit. Also a name for just the visibility determination form of ray-tracing. It doesn't have enough infomation to do any global illumination.

Ray-tracing - A early form of global illumination, rays are cast from the screen to determine visibility but with the ability to spawn extra rays, which allows for refraction, reflection and shadows. Nobody actually really uses it these days, the results are ugly...

Photon-mapping - A modern form of GI, that fires photon from the light source into the environment which are then collected in a final gathering phase. Photon-mapping can (and often is done) without any ray-casting.
 
PC-engine I don't think you got my smiley, I was being sarcastic, your comment was completely off target ;)
 
DeanoC said:
PC-Engine said:
nAo said:
PC-Engine said:
That would be a subset of RT aka photon mapping.
OMG :oops:

And photon mapping takes much more work than RT which only requires 1st order rays.

Ray-casting - firing a single ray to see what you have hit. Also a name for just the visibility determination form of ray-tracing. It doesn't have enough infomation to do any global illumination.

Ray-tracing - A early form of global illumination, rays are cast from the screen to determine visibility but with the ability to spawn extra rays, which allows for refraction, reflection and shadows. Nobody actually really uses it these days, the results are ugly...

Photon-mapping - A modern form of GI, that fires photon from the light source into the environment which are then collected in a final gathering phase. Photon-mapping can (and often is done) without any ray-casting.

So in terms of processing requirements RC is the most simple least demanding and doesn't have the benefit of 2nd order rays?

Now with respect to RT check out this animation:

http://graphics.ucsd.edu/~henrik/animations/jensen-the_light_of_mies_small.avi

It shows the difference between RT and PM. :)

I guess PM is not a subset of RT but a subset of GI and RT is also a subset of GI?
 
DeanoC said:
Ray-tracing - A early form of global illumination, rays are cast from the screen to determine visibility but with the ability to spawn extra rays, which allows for refraction, reflection and shadows. Nobody actually really uses it these days, the results are ugly...

Ugly, but I suppose its still better than the per-Polygon Rendering used in Games ?
 
Npl said:
Ugly, but I suppose its still better than the per-Polygon Rendering used in Games ?

No, not really unless you like lots of shiny ball...

Considering almost every CGI movie has used polygon rendering predominately (Reyes is just a polygon renderer for example) , hopefully its obvious the quality isn't an issue...

Which is more efficient in hardware in the long term is another question, but considering raytracing hardware isn't even in the same league as polygon rendering hardware and not for lack of research and attempts...
 
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