Didn't AMD/ATI use Voxels on their 48x0 demos?
Yes:
http://raytracey.blogspot.com/2008/08/otoy-transformers-and-ray-tracing.html
There is also a video of the full AMD Cinema 2.0 event in which Urbach talks a bit about ray tracing on GPU's (from 41:00 to 47:00) and goes a bit more in-depth during the Q&A session (from 72:00 to 88:00):
- Urbach has been talking to game publishers to start integrating the relighting part of Otoy in existing game engines
- Otoy can do full raytracing, but also supports hybrid rendering. It can convert any polygonal mesh to voxels
- The Ruby demo does not use any polygons, only voxels
- For games, Urbach thinks hybrid rendering will be the way to go "for a very long time"
- With this technology, game developers will require a different way of working. Basically they're saying that you can make a photorealistic game, but the workload on the artist side will be astronomous
- In 2005, Urbach started out writing approximations to Renderman code during the making of Cars. At the time, he used cheats for ray tracing and reflections. In three years, GPU’s have evolved so quickly that the latest hardware makes realtime ray tracing possible that is “99 % accurate”
- Voxel data sets are huge, but with voxel based rendering you can load only subsets of the voxel space, which is not possible with polygons. You can also choose which texture layers to load
- Compression and decompression of the voxel data is CPU bound. What takes 3 seconds to decompress on a CPU, can be done at a “thousand frames per second” on a GPU.
- What's interesting according to Urbach is that in 2005 he started out writing approximations to ray tracing, but the latest generation of hardware allows him to do ray tracing that gets really close to the 100% point
A lot of stuff: http://raytracey.blogspot.com/