On the ARM thing though, what is to stop either AMD or Nvidia from running a skunk works project to slap a few x86 or ARM cores (respectively) in a Larrabeesque solution (besides money, time, engineering resources, licensing )?
And I expect ARM to kill x86 within 2 to 3 years and Intel to go bankrupt in the same timeframe. Next?
Nvidia demos real-time GPU ray tracing at 1,920 x 1,080
nVIDIA's got a demo at Siggraph running on 4 Quadro GPUs (1GB each) in what they've dubbed the Quadro Plex 2100 D4 Visual Computing System (starting at only $11,000 to anyone interested lol)
nVIDIA: "the ray tracer shows linear scaling rendering of a highly complex, two-million polygon, anti-aliased automotive styling application."
Nvidia demos real-time GPU ray tracing at 1,920 x 1,080
nVIDIA's got a demo at Siggraph running on 4 Quadro GPUs (1GB each) in what they've dubbed the Quadro Plex 2100 D4 Visual Computing System (starting at only $11,000 to anyone interested lol)
nVIDIA: "the ray tracer shows linear scaling rendering of a highly complex, two-million polygon, anti-aliased automotive styling application."
I suppose you mean "on average"? Because there's way to many different types of pixel to answer this concisely with on number.My question: How many rays per pixel?
They had a demo like that too, but the main demo they showcased was raytracing everywhere. My understanding is that this was done, ironically, because the graphics/CUDA interop speed is not yet where it needs to beI have no real knowledge on this, but on another forum (and the custompc link) I got the impression that the nVidia demo is infact 'hybrid' - only reflections, refractions and shadows are raytraced, the rest normal rasterized stuff?
Caustic Graphics site said:The CausticOne, however, thrives in incoherent raytracing situations: encouraging the use of multiple secondary rays per pixel. Its level of performance is not affected by the degree of incoherence.
Cool thanks for the link... may I suggest we start a new thread for this though rather than reviving this dead one, which was specifically related to the B3D article?http://www.caustic.com/
Ray-tracing accellerator for games and other applications.
What do you think?
I think for the last 10 years or so a small part of the academic raytracing world has been off in lala land ... especially when they try to build accelerators. What use is it to only accelerate stuff which GPUs can already handle decently, while not having an architecture flexible enough to accelerate the really hard stuff?What do you think?
Multipass rendering for supersampling??? Seriously???For cases where super-sampling is desired, multi-pass rendering allows you to super-sample all, or parts, of your image depending on the needs of your application.
http://www.caustic.com/
Ray-tracing accellerator for games and other applications.
What do you think?