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RAYTRACING - stanje stvari

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jel to samo kod mene nešto sjebano pa se ovaj vimeo video klip skine i prikaže samo do 01:27 minuta ?!?
 
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Nije, video koji je okacen ranije (broj 1) se nastavlja na ovaj.Imas ga na istoj stranici.
 
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10x!

...zbunili su me brojevi... u stvari i dalje me bune :)
 
najveca barijera u programiranju gpu-a i raytraceing-a je drugi koncept programiranja.. uf kako je to zeznuto
 
NV sa raytracing API?

In a pdf presentation about the future of GPU Computing Nvidia's David Luebke, who already introduced the Ray Tracing demo of the Bugatti Veyron at the Nvision 2008, hinted at the introduction of a CUDA based Ray Tracing API that of course will use the calculating power of Nvidia's GPUs.

Future DirectX 11 products like the GT300 chip should, given the requirements of the new Microsoft API for Compute Shader (Scatter/Gather, possible Atomic Read/Writes in the Shared Memeory), be even more suitable for this purpose than current graphics cards are.

http://www.pcgameshardware.com/aid,...cing-Update-Nvidia-with-Ray-Tracing-API/News/
 
Intel Ray Tracing update...

On the ray tracing side we are demonstrating this time an enhanced version of “Quake Wars: Ray Traced”, based on the game “Enemy Territory: QUAKE Wars” from id Software and Splash Damage. Our latest build has enhanced support for dynamic objects. In the past having many animated objects in a ray tracer was considered a problem due to the usage of internal data structures that would need costly recalculations with every animation step. Through further research that resulted in significant progress in that area we are now able to present a game level with over 500 monsters on it and also a highly detailed polygonal water simulation with 3D waves.

Due to progress in the hardware and faster processors our main demo system has changed from a big server system (4x Intel Xeon X7460, “Dunnington”, 2.66 GHz) to a fast workstation system (2x Intel Xeon W5580, “Nehalem EP”, 3.2 GHz). With that system we are able to achieve around 16 frames per second at a resolution of 1280x720 pixels.
 
Ne pise koju su graficku koristili? A nesto sumnjam da je cpu only.
 
Pa ovo sto oni rade i jeste CPU only:) Dok ne dodje larabi, za njih graficke karte i ne postoje:D Zamisli da je izlanuo da su koristili nVidiu ili jos gore, AMD-ovu kartu za ovo lol:p
 
Hm, pa onda su ga super optimizovali, obzirom da koriste samo 2 i7 na 3.0 GHz na ~20fps. A postoje graficke, imaju oni one njihove X3100 i sl :p
 
Pa jesu, odlicna optimizacija...ovim tempom ce prevazici polarotor shpicu u igrivom fps-u za nekih 10ak godina (dobro, mozda preterujem:D ). A zivo me interesuje kako ce da okrenu plocu kad (vec jednom) izbace Larabi. Nesto mi govori da ce da se ponasaju kao da su izmislili 3D :p
 
Verovatno zato i furaju novi nacin renderovanja. Da posle mogu da se duvaju kako su napravili revoluciju. Ili im mozda poligoni ne rade tako sjajno na larabiju...
Kako god, nVidia i Ati nece sigurno da zakasne, tako da samo igraci mogu da profitiraju.
 
ali i dalje izgleda losije (manje realno) od danasnjih FPS naslova koji se oslanjaju na poligone...

pojedine stvari izgledaju bolje, ali generalno ceo ovaj demo (kad se zanemare RayTracing specificni objekti) izgleda kao iz 2001. :d
 
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Sve zavisi kako budu sta implementirali... :) Tekst ubada u poentu, ali tu ima i druga strana -
Just look at what's happened in the last 10 years in the world of offline rendering. While one frame from the movie Toy Story took an average of two hours to be created, a frame from Ratatouille took six and a half hours, despite processing power that was multiplied by a factor of more than 400 in between the two movies. In other words, the more processing power and resources you give artists, the quicker they'll absorb it.

Ovaj deo mi malko smeta :D - kao, "artists" su krivi za jedenje resursa - e pa, Ratatuille ima gomilu naprednijih stvari u odnosu na Toy Story, samo da pomenem Sub Surface Scattering. Frejm se 3 puta vise vremena renderovao, ali zato puno bolje i izgleda:)

I naravno, tu je onaj problem koji cesto pominjemo ovde - "ostre" senke i 100% -ne refleksije...totalno beskorisno i izgleda losije u odnosu na cubemap refleksije i "soft shadows" koje imamo trenutno iako su potpuno tacno iskalkulisane. A tek koliko sporije radi...

Treba pomenuti (kao sto rekoh, zavisi od implementacije) i napredak u optimizaciji proracuna, Splutterfish Brazil i Chaos Group V-ray su se probili zahvaljujuci tome i potisnuli interne rendere koji stizu uz 3DSMax i Maya-u. Rade neuporedivo brze i najzahtevnije efekte i proracune na sceni, koristeci optimizacije oko skakutanja fotona, blura, i sl. I tu naravno imamo sve "proracunato" i bez mana koje se pominju (ostre senke i potpune refleksije).
I ako neko zeli visi nivo realnosti - cekace na render duze, stos je u pravoj meri, prema potrebi :) Ne mora se za sve ici na potpunu preciznost.

V-Ray je dostigao "realtime" sa ovim u najnovijoj verziji, i iako je napredak diskutabilan (jer i dalje ne znaci puno korisniku koji nema na raspolaganju min 8 jezgara), vredan je paznje :) Iskreno se nadam da ce GPU kad-tad uskociti umesto CPU-a, a polazem najvise nade u Mental Ray koji je u vlasnistvu nVidije.

Mada i ovo je sasvim solidno, i vec ima na trzistu: http://studiogpu.com/machstudio

Za pocetak, ja bih bio presrecan kad bi renderovao staticne slike i animacije u realtime, ili sto brze, na GPU, a ne na farmi CPU-ova :D ...Igre nek rade sta 'oce , dok Crytek radi pos'o s rasterizacijom kako treba, me happy :p

Moguce je i da je sav ovaj buzz ok RTRT (u igrama) samo ostatak Intelovog hypovanja CPU-a nad GPU-om i da buducnost (igara) ostaje u rasterizaciji. Pogotovo ako je i taj "hibridni" nacin tako komplikovan kako kazu.
 
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NVIDIA Launches The World's First Interactive Ray Tracing Engine

SIGGRAPH 2009, NEW ORLEANS—Aug. 4, 2009— NVIDIA, the leader in GPU computing, today introduced the NVIDIA® OptiX™ ray tracing engine, part of a suite of application acceleration engines for software developers. NVIDIA acceleration engines make it easy to incorporate valuable, high-performance capabilities into applications, while simultaneously reducing development time.

NVIDIA application acceleration engines unveiled at Siggraph 2009 include:

* NVIDIA® OptiX™ engine for real-time ray tracing
* NVIDIA® SceniX™ engine for managing 3D data and scenes
* NVIDIA® CompleX™ engine for scaling performance across multiple GPUs
* NVIDIA® PhysX® 64-bit engine for real-time, hyper-realistic physical and environmental effects

OptiX-Billiards_large.jpg
SceniX-RT-Toyota_large.jpg


http://www.nvidia.com/object/optix.html
 
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I kad cemo da vidimo neku igru Raytraced?
 
Brigade is a path tracing engine running in realtime using inthis case two Nvidia GTX580's.
Sta je "path tracing"? Ako moze objasnjenje u odnosu na ray tracing.
Ocekivao sam barem 4 580ke tako da sa te strane nije loše i pored šuma koji postoji.
 
raytracing plus jos neke stvari.

First of all: Brigade is a research project. It is designed to facilitate the production of 'proof-of-concept' games that use path tracing as the primary rendering algorithm, as opposed to rasterization, which is what GPUs normally do. Path tracing uses ray tracing, and extends basic ray tracing by supporting indirect lighting and soft shadows. More complex effects, such as caustics, are also supported, but suffer from noise. Brigade does not aim to produce photo-realistic images using complex scenes and materials. The emphasis is first of all on speed, and getting the highest possible quality within a strict time budget. Higher quality graphics are the goal, but never at the expense of interactivity.

Path tracing naturally simulates many effects that have to be specifically added to other methods (conventional ray tracing or scanline rendering), such as soft shadows, depth of field, motion blur, caustics, ambient occlusion, and indirect lighting. Implementation of a renderer including these effects is correspondingly simpler.
 
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sjajno izgleda!

znaci jos malo i imacemo RT igre :)

(nigde nisam pronasao info u kojoj je rezoluciji snimak sa YT...)
 
Ne verujem da ce jos skoro zameniti raster, moze da se desi neki izuzetak i neko odradi neku tech demo igru kao ovo, ali generalno ce se ici na to da fejkuju efekat gde izgleda "dovoljno dobro" a resursi idu na druge stvari za bolju sliku.
Npr. nesto kao ovo od Square Enix-a, Bidirectional Path Tracing via Rasterization (drugi papir na listi).

http://www.youtube.com/watch?v=xe0RoDDzR-o
http://www.jp.square-enix.com/info/library/

(Mislim da je snimak radio u 800x480.)
 
Koja je jos korist od raytracinga osim savrsenog osvetljenja?
 
Precizne refleksije, sortiranje transparencije (mada se i ovde napredovalo po pitanju rastera, ima AMD demo iz 2011. takodje Unigine features video iz 2012 sa pravilnim sortiranjem).
 
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