From:We present a new approach to interactive ray tracing of moderate-sized animated scenes based on traversing frustum-bounded packets of coherent rays through uniform grids. By incrementally computing the overlap of the frustum with a slice of grid cells, we accelerate grid traversal by more than a factor of 10, and achieve ray tracing performance competitive with the fastest known packet-based kd-tree ray tracers. The ability to efficiently rebuild the grid on every frame enables this performance even for fully dynamic scenes that typically challenge interactive ray tracing systems.
Given enough SPUs VS and GS on the GPU might be redundant. The question is how much is enough considering the same can be said about vertex shaders on RSX being redundant.For the future of CELL<->GPU development (aka PS4), - would geometry shaders on the GPU be reduntant compared to a multiplicity of SPUs in a future iteration of CELL?
Just thinking aloud here, as the SPUs seem like very flexible GS'... well, by the time of PS4, GS' would also be more flexible, which is why I see a redundancy there...
The answer is pretty simple: nothing is enough, never. VS on RSX being redundant? far from it.Given enough SPUs VS and GS on the GPU might be redundant. The question is how much is enough considering the same can be said about vertex shaders on RSX being redundant.
Even in that case, there are other ways to rasterize (ex. REYES), that we seem to be trying to reinvent with all this "packet" stuff.Eventually raytracing will become useful for primary rays when the average polygon size is <<1pixel, before that it's a waste of time.
REYES still transforms each triangle so it wouldn't work. You could forward map a hierarchical bounding volume representation of the geometry to the sample points (ie. rays) and perform hierarchical irrelevance culling, not raytracing but I wouldn't call that rasterization exactly either. It's most similar to splatting, but not really in the way most people would expect when they hear the term.Even in that case, there are other ways to rasterize (ex. REYES), that we seem to be trying to reinvent with all this "packet" stuff.
I'm not saying it doesn't, but why should REYES transform every triangle? Surely subdivision can be done in homogenous spaces and so only the final "projection" need be done.REYES still transforms each triangle so it wouldn't work.
Yes but that's just as much of a problem for a packet-based raytracer as a rasterizer... LOD is necessary in both cases - both to avoid aliasing, and to efficiently compute intersections. I'm still not convinced that coherent packet raytracing is of any real benefit in the long run.All the detail in the models is well below pixel size to begin with.
No, LOD is an alternative to stochastic supersampling ... for the moment just not a very good one (stochastic supersampling looks good, LOD often produces artifacts).LOD is necessary in both cases
I'm not sure what you're trying to say... my point is just that low coherence introduced by highly tesselated geometry relative to pixel sizes would introduce just as many problems to a packet-based raytracer as a rasterizer.No, LOD is an alternative to stochastic supersampling ... for the moment just not a very good one (stochastic supersampling looks good, LOD often produces artifacts).
From slide 13:can u explain the difference between programmable shading and programmable graphics.
• Programmable shading
– Vertex and fragment shaders, texture composition, pattern generation, lighting models
• Programmable graphics
– Shaders implement graphics algorithms using complex data structures
Slide #27 or so quotes the GPU-to-graphics-memory number as currently around 30GB/s--the low 1GB/s number is the bandwidth people are seeing from GPU to main memory (and back). (And while PCI-E promises the potential of 4GB/s there, no one has seen anything near that in practice so far...) So it's that big bandwidth shortcoming that prevents the CPU from doing much other than just blindly sending stuff to the GPU on the PC today...
Long time listener, first time caller. Always happy to have an online discussion, especially when it starts with me being called full of hot air.
-matt
Are GS and VS also considered fragment processors?