The obvious area is in films – much of the Pixar film work is ray traced as are most of the final high-quality visual effects done in Hollywood.
Oh, so they finally admitted they had no silicon I see.
My opinion ... if they had a world class renderman engine they could immediately sell which they could accelerate they'd have a product, an accelerator for software which doesn't exist will be hard to sell.
Oh, so they finally admitted they had no silicon I see.
My opinion ... if they had a world class renderman engine they could immediately sell which they could accelerate they'd have a product, an accelerator for software which doesn't exist will be hard to sell.
PC Perspective said:Caustic is already working with companies like Cinema4D, Autodesk, Blender Render and others to begin implementing support for the CausticGL software into future versions of these rendering applications. If they can achieve a near-global adoption of their software then selling the acceleration hardware to design companies would be an easy sell. Caustic did purchase a company called “Splutterfish” that created the Brazil Rendering System in order to better understand how to work with software ISVs to integrate CausticRT and develop tools to utilize the hardware and software capabilities.
Are you questioning my admittedly atrocious sentence structure?Eh ? What?
No it does not ... hell, they didn't try to hide the fact that they were using FPGAs initially for nothing. For the cost of a couple of those huge FPGAs you could build a rendering cluster of COTS hardware which would blow it away. Which will be a significant problem for them even after they do have their own silicon (due to low volumes). Maybe they can sell it on power consumption ...Does an FPGA not count?
It's not a prototype, they are selling it ... and they shouldn't have allowed their PR staff to try to hide it was a FPGA.
They use 8 CPU cores and at least 2 FPGA's and can't reproduce stuff that people are doing using the same amount of CPU cores and zero FPGA's. Their only hope is that the next version will have insane scalability and can do much more work on the die so that CPU won't be a bottleneck any more.
Thanx for posting this article.This article gives some insight in how these cards are used:
http://www.extremetech.com/article2/0,2845,2345640,00.asp
Apparently the chips are used to accelerate some portions of the raytracing process, but the actual shading is done on the CPU (and in the future can be done on the GPU).
It seems that their hardware mainly reorders rays so that they can be processed efficiently in parallel by conventional CPUs and GPUs. They use the word 'scheduler'.
What's not clear here is why a raytracer would be a better choice...
QUOTE]
some effects are just easier with a tracer.
reflections and refractions are pretty trivial in a tracer and are much, much harder to get right in a triangle engine.
cubemap reflections, for instance, dont typically have an accurate point of view for all camera positions as the cubemap is rendered from one pov.
and who knows, might even affect gameplay if done accurately in a tracer