SiliconArts Launches RayCore Path-Series

Davros

Legend
SiliconArts today released RC-MC, its next generation RayCore graphics architecture. The RayCore MC is scalable and modular to enable integration on a wide variety of gaming platforms including cloud, desktop, mobile, console and VR/AR.
https://www.businesswire.com/news/h...es-RayCore-Path-Series-Availability-“The-GPU/

Some more info
https://sites.google.com/a/siliconarts.co.kr/siliconarts-com/Products/ray-tracing-gpu-ip-raycore

More detailed information
http://gamma.cs.unc.edu/SATO/Raycore/raycore.pdf
 
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I'm crazy about any improvements in RTRT, and as well as I like the news and releases of new products, their promotional video is hiiiiiighly misleading. Once you watch their real time demos, you can't but notice the plasticky, artificial look to it, when RT is supposed to be just about the contrary. Yes, it is technically impressive but there are some light/shadows interactions which don't seem right. Maybe their artistic choices didn't help much, either.
 
I'm crazy about any improvements in RTRT, and as well as I like the news and releases of new products, their promotional video is hiiiiiighly misleading. Once you watch their real time demos, you can't but notice the plasticky, artificial look to it, when RT is supposed to be just about the contrary. Yes, it is technically impressive but there are some light/shadows interactions which don't seem right. Maybe their artistic choices didn't help much, either.

Well here's where their problem might lie:

The main purpose of the proposed architecture is to produce real-time Whitted ray tracing [Whitted 1980] on mobile devices.

Their hardware is mainly designed to accelerate the Whitted light-transport algorithm which have a couple of limitations like not being able to support glossy reflections, soft shadows or caustics so I don't think the graphical features produced can be compared to a path tracer or any other more advanced light-transport algorithms but I see their implementation also mentions the capability to do distributed ray-tracing as well ...
 
Well here's where their problem might lie:



Their hardware is mainly designed to accelerate the Whitted light-transport algorithm which have a couple of limitations like not being able to support glossy reflections, soft shadows or caustics so I don't think the graphical features produced can be compared to a path tracer or any other more advanced light-transport algorithms but I see their implementation also mentions the capability to do distributed ray-tracing as well ...
Yet they use a promotional video full of pretty CGI.
 
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