OK, I'm a little confused here by all sorts of people claiming the next paradigm of 3D graphics will be "texture-less", and how all these things like displacement mapping and stuff will be the next best thing... OK, 2 questions, have you people done any 3D modelling, and if you have, no offence intended(really) but are you on CRACK? Textures ain't going anywhere, at least for the next 10 years or so, and I would suggest many years past that. Textures aren't mutually exclusive with all these other fun methods like displacement mapping... Au contraire, displacement mapping, as well as anything, looks pretty dull without our good friend the texture map. In fact, high-end modelling and (yes, even raytracing) software is still 100% dependant on the good ol' texture map, and trust me when I say there are NO major movements away from it. We just keep going higher and higher resolution, and adding more extra passes on top of it.
And while I'm at it, all those people who still believe there's a chance next-gen HW will do raytracing, let me just say that you REALLY don't want that. Hey, even CURRENT generation HW can do raytracing; but the bottom line is, it will ALWAYS be several thousand times slower than the traditional rendering pipeline, whether it's HW-accellerated or not. Even with some really nifty sorting algorithms, you still have to solve the ray/plane intersection problem once for every possible hit, which, forgetting the calculation complexity, is a HUGE memory bandwidth issue, requiring possibly thousands of triangle lookups per pixel at worst, and probably at least a couple in a best-case scenario. YOU DON'T WANT RAYTRACING. The traditional pipeline will look MUCH better than any HW raytracing solutions probably for the next 10 years or so. Which is why Pixar only raytraces the parts of their images that require it(Any Pixar guys, feel free to back me up on that)... 90% of what you see on the screen in any Pixar movie is a traditional pipeline(maybe with the odd NURBS surface and lots of really sweet shaders).
Thank you. This has been an enjoyable rant.
And while I'm at it, all those people who still believe there's a chance next-gen HW will do raytracing, let me just say that you REALLY don't want that. Hey, even CURRENT generation HW can do raytracing; but the bottom line is, it will ALWAYS be several thousand times slower than the traditional rendering pipeline, whether it's HW-accellerated or not. Even with some really nifty sorting algorithms, you still have to solve the ray/plane intersection problem once for every possible hit, which, forgetting the calculation complexity, is a HUGE memory bandwidth issue, requiring possibly thousands of triangle lookups per pixel at worst, and probably at least a couple in a best-case scenario. YOU DON'T WANT RAYTRACING. The traditional pipeline will look MUCH better than any HW raytracing solutions probably for the next 10 years or so. Which is why Pixar only raytraces the parts of their images that require it(Any Pixar guys, feel free to back me up on that)... 90% of what you see on the screen in any Pixar movie is a traditional pipeline(maybe with the odd NURBS surface and lots of really sweet shaders).
Thank you. This has been an enjoyable rant.