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.
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.
Evo malo spuštanja na zemlju za one koji se nadaju real time raytracingu na compu od 500evrića u skoroj budućnosti: http://www.tomshardware.com/reviews/ray-tracing-rasterization,2351.html
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.
Sta je "path tracing"? Ako moze objasnjenje u odnosu na ray tracing.Brigade is a path tracing engine running in realtime using inthis case two Nvidia GTX580's.
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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