vember said:Correct reflections/refractions of the surrounding world on complex geometry. We can only do that on planes nowadays (or appoximate it with cubemaps).Fox5 said:I have to ask that too, what can we do with ray tracing now that we can't do with shaders?
Inane_Dork said:I would take a real-time radiosity engine over a real-time ray tracing engine any day, but that's just me.
Bobbler said:Much of the high quality CGI stuff in movies isn't even raytraced because it isn't worth the time/power for the small amount of increase in realism (which in action type scenes most people can't reall see the small bits anyways).
The slow-ass bandwidth is referring to between CPU/Main memory & GPU (not on the graphics card itself, if that wasn't clear). Obviously, I'm referring to it on PCs. I don't really know about practical bandwidth on PS3 or 360 -- though I doubt anyone would ever bother in console-land, so it's kind of a moot point in that arena anyway.nAo said:Slow-ass bandwith?! what are you talking about?
By the way once we'll have full MIMD pixel pipelines (or ALUs..) RT will be run much faster on GPUs than today.
I agree with you, but I'm not talking about adding more programmability, I'm talking about a someway improved GPU architecture.ShootMyMonkey said:I still basically have no faith in the idea that GPUs will ever be programmable enough to handle everything you could throw at it.
Stream computing is a very broad concept..There will be far too much even about raytracing alone that just lies outside of stream computing, and that's something GPUs will never get away from.
I think you missed my point, anyway give a look at this:On the contrary, I would much prefer the idea that people just keep advancing what GPU shaders were made for in the first place, which is to apply more visual tricks on scanline rendered polygons... rather than try to kid themselves that GPUs will one day be Turing complete.
This paper describes the architecture and a prototype implementation of a single chip, fully programmable Ray Processing Unit
(RPU). It combines the flexibility of general purpose CPUs with
the efficiency of current GPUs for data parallel computations. This
design allows for realtime ray tracing of dynamic scenes with programmable material, geometry, and illumination shaders.
nAo said:... , I believe we'll have in the next year GPUs that will be much better than current GPUs at dynamic branching (AFAIK Xenos should be already much more efficient than NV40 in this regard from what I heard..)
sklaar said:cell can do realtime raytracing
http://www.golem.de/0507/39524.html
i`m from germany and try to translate the important thing
university Saarland do realtime raytracing on cell and shows it at Siggraph 2005
Shifty Geezer said:I;ve known of the Saarcor raytracer for a while. It seems they've ported their algorithms to Cell. Siggraph's end of this month, so hopefully we'll get some news on Cel raytracing then!
Most radiosity and global illumination solutions require some sort of raytracing...
Megadrive1988 said:I'd imagine that Saarcor will be bought by either Sony or Nvidia, or a new partnership will be announced. whereas Cell was a CPU partnership between Sony-IBM-Toshiba, a new GPU partnership could be formed between Sony-Nvidia-Saarcor, to produce a new Ray Tracing Processor. the first major implemention will be for PS4.
( say hello to the: 'Reality Ray Tracing Synthesizer') which will be helped out by Cell2