Saarcor at SIGGRAPH 2005

Xenus

Veteran
I just decided to check up on their site and it seems they will be presenting the second generation of their ray tracing architecture knouns as an RPU. It seems that this version is supposed to be fully programmable. :D
 
maybe ATI will acquire Saarcor and develop its technology to the fullest extent, to become the R900 or R1000, and be the architectural basis for Xbox3's graphics.


I can dream can't I :)
 
rwolf said:
I wonder if the Xenos architecture would be well suited for raytracing.
it should be better than current architectures as it can arbitrarly output data wherever it's needed and it handles branches on batches of 64 pixels (still to many to be fast at RT though)
 
RPU? Oh, noes...

I expect at least 2 topic a day on the Console forum relating rumors that the Revolution could be embarking a RPU. :LOL:

Anyway, a Ray Tracing unit would be useful only if it's accelerate GI algorithms like Photon mapping or Radiosity.
A plain vanilla Ray-traced image would look a lot worse than an image from a classical renderer (using fragment operations).
Sure, the reflections will be exact, without any warping, refractions too will be great, but that would be about the two sole positive points.
 
a raytracer in the basic (witted) setup would look about the way doom3 looks. (even if you enable softshadows in doom3).
this is because doom3 got to about the same featureset. yes, the refraction-effects on the windows would be correct instead of fakes, and reflections, too.. but the main lighting effects would be of same quality:

direct illuminated pointlights with sharp shadows.

then again, a hw that can trace rays (and has shading capabilities) is 100% programable for any form of gi, be it path-tracing, montecarlo style, or photonmapping. possibly even metropolis lighting transport :D

the new hw version 2 they'll show looks really nice. one such card, and one physics card in my cpu, and i'll be happy :D
 
Vysez said:
Sure, the reflections will be exact, without any warping, refractions too will be great, but that would be about the two sole positive points.

one main point that i'd see is a much more stable framerate than doom3 shows on a rastericer. in doom3, even with tons of tweaks, those shadows can sometimes kill fps. in a raytacer, the fps would be rather constant. not the highest fps, but not the lowest one as well.. this is a cool thing.

imho this is the main positive point actually. it shows that in raytracing, you don't rely on complex hard to predict hacks to get acceptable results. thus, no terrible fps breaking if you f.e. walk over a floor wich gets some shadows from a grid at the ceiling.. this would yield tons of fullscreen quads drawn on a rastericer, but not any more shadowrays on a raytracer... result: rastericer goes down terribly. raytracer just goes on..
 
Can anyone speculate why the second prototype is running at a lower clock speed than the first and, I assume because of it, running similar benches like the UT level slower?

EDIT: well, a reason for the slower performance seems to be offered in the PDF (programmable vs fixed architecture).
 
ok, within the next 7 years, in time for Xbox3 and PS4.....
what is "the way forward" as far as reaching a new goal for realtime graphics for consoles that will cost $300 to $400? it seems that classic Ray Tracing is NOT the right approach, for many reasons. so what about Global Illumination? Photon Mapping? I am expecting some sort of hybrid renderer to be used. meaning that, it is still somewhat based on scan conversion.

ok i am clearly out of my league as far as 3D tech-knowledge goes, I feel like I do not even know WTF I am talking about, or trying to say.

except that, I want to know, what is likely to be "the way forward", not for the distant future (10 years out or more) but for the mid-term, that is, in this case, well *less* than 10 years away, well within the time that Xbox3 and PS4 will be out. around 2011-2012.
 
I think that classical renderers will be with us for quite a while still, unless some unexpected revolution happens. Eventually, they`ll be so similar to a general purpose architecture that you could theoretically implement all of the things you quoted on them, but I don`t think a shift towards a different way of handling graphics-eg. a dedicated raytracer-will happen. Will GPUs be programmable and powerful enough in the next 7 years?I can`t tell.
 
I'm not quite sure what they're trying to achieve actually? IMO it looks like it could be most usefull as a way to accellerate raytracing in offline renderers, they seem to be thinking real-time raytracing in games though... interesting nonetheless!
 
Related to the topic, performance scales more or less logarithmically with scene complexity in raytracing, or am I remembering things wrong?
 
Morgoth the Dark Enemy said:
Related to the topic, performance scales more or less logarithmically with scene complexity in raytracing, or am I remembering things wrong?
RT complexity is logarthmic if an implementation makes use of some spatial subdivision schemes as octrees, kdtree...
 
Morgoth the Dark Enemy said:
Related to the topic, performance scales more or less logarithmically with scene complexity in raytracing, or am I remembering things wrong?
RT complexity is logarthmic if an implementation make use of some spatial subdivision schemes as octrees, kdtree...
 
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