Has anyone heard of this before?
http://www.schwarzers.de/project_features.php.htm
Raytracing on a chip
Very high quality through real rendering
Realtime raytracing up to resolutions of 1600 x 1200 (with one chip)
Nearly any resolution in realtime by using more than one chip
Fully cascadable, features automated load balancing
AGP 4x/Pro or PCI-33/64 interface
Drivers for common operating systems
Very simple application programming interface (API)
Coexist with common hardware and drivers
Easily integrates in common professional software and game engines
Consumes only about 30W and delivers about ~ 500GFlops
Available Graphics Features:
Raytracing core
Per ray(subpixel) Phong, Blinn, Metal, Anisotropic, Oren-Nayar-Blinn shading, configurable / programmable
Reflexion, Refraction, Raytraced- & Soft-Shadows
Caustics, Global illumination
Volumetric/Area-lights, RealLight simulation
Texture [2D-Bitmaps]:
Diffuse, Alpha maps
Reflexion/Refraction maps
Bump map
Shadow map
Procedual Textures: 2D/3D with Noise, Turbulence
Antialiasing
DisplayDirect technology to display movies or TV in 3D-space
Software Support:
Own Graphics Extension Driver
DirectX 9.0 (on Microsoft WindowsTM based systems)
X-Windows (on Unix machines)
OpenGL 1.3 / 2.0
Operates in parallel with other graphical systems
Supported operating systems
WindowsTM 9x/NT/2000/XP/Me
Linux
BeOS
AmigaOS
MacOS
Solaris
Other as soon as possible
May use all display modes the operating system can offer
Graphics Performance Hardware Features
Complex scene handling on chip
Up to 64M triangles of any size but unmovable (dep. on Host-Memory)
Up to 40K-80K triangles of any size for movable objects
Render rate: 50M Pixels/s (1600 x 1200 Pixels, 25 times a second) with all triangles fully featured
Single pass rendering
Uses AVALON Very Fast Triangle Search (VFTS)
AGP 4x/Pro or PCI interface
On board texture and 3D-Memory expandable up to 4GB
Fully scalable (more than one chip/graphics card can work together)
Automated load balancing
http://www.schwarzers.de/project_features.php.htm
Raytracing on a chip
Very high quality through real rendering
Realtime raytracing up to resolutions of 1600 x 1200 (with one chip)
Nearly any resolution in realtime by using more than one chip
Fully cascadable, features automated load balancing
AGP 4x/Pro or PCI-33/64 interface
Drivers for common operating systems
Very simple application programming interface (API)
Coexist with common hardware and drivers
Easily integrates in common professional software and game engines
Consumes only about 30W and delivers about ~ 500GFlops
Available Graphics Features:
Raytracing core
Per ray(subpixel) Phong, Blinn, Metal, Anisotropic, Oren-Nayar-Blinn shading, configurable / programmable
Reflexion, Refraction, Raytraced- & Soft-Shadows
Caustics, Global illumination
Volumetric/Area-lights, RealLight simulation
Texture [2D-Bitmaps]:
Diffuse, Alpha maps
Reflexion/Refraction maps
Bump map
Shadow map
Procedual Textures: 2D/3D with Noise, Turbulence
Antialiasing
DisplayDirect technology to display movies or TV in 3D-space
Software Support:
Own Graphics Extension Driver
DirectX 9.0 (on Microsoft WindowsTM based systems)
X-Windows (on Unix machines)
OpenGL 1.3 / 2.0
Operates in parallel with other graphical systems
Supported operating systems
WindowsTM 9x/NT/2000/XP/Me
Linux
BeOS
AmigaOS
MacOS
Solaris
Other as soon as possible
May use all display modes the operating system can offer
Graphics Performance Hardware Features
Complex scene handling on chip
Up to 64M triangles of any size but unmovable (dep. on Host-Memory)
Up to 40K-80K triangles of any size for movable objects
Render rate: 50M Pixels/s (1600 x 1200 Pixels, 25 times a second) with all triangles fully featured
Single pass rendering
Uses AVALON Very Fast Triangle Search (VFTS)
AGP 4x/Pro or PCI interface
On board texture and 3D-Memory expandable up to 4GB
Fully scalable (more than one chip/graphics card can work together)
Automated load balancing