Audi R8: raytracing accelerated by CausticRT
Demo with post-processing effect
Demo without post-processing effect
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Categories: SFX and Animation Tags: Blade, BladeCenter, Cell/B.E., demo, IBM, interactive, iRT, PlayStation, PlayStation3, ps3, QS21, QS22, ray tracing, Raytracing, Rome Reborn, Siggraph 2008, virtual
Siggraph 2008 Demo of Rome Reborn model v1.1 running on the IBM QS21 Cell/B.E. Blades using iRT ray tracer.
After ATI Cinema 2.0 tech-demo and Intel Ray Traced Quake Wars, it’s NVIDIA’s turn to show a demo of ray tracing. The following image shows NVIDIA’s fully interactive GPU-based ray tracer running at up to 30 fps at HD resolution (1920×1080).
Read the complete article here: NVIDIA Shows Interactive Ray Tracing on GPUs
TG Daily has interviewed Daniel Pohl, an engineer who is making some impressive progress in ray-tracing research, about Intel’s ray-tracing efforts.
Q: What is Larrabee from your perspective. What is the underlying architecture and the programming model?
A: Larrabee was primarily built as a rasterizering processor. Therefore you have support for DirectX and OpenGL. But it will also be a freely programmable x86-architecture. That means you could, for example, write your own rasterizer with your own API, a ray tracer, a voxel renderer or combinations of those. You could also use it for non-graphical applications that benefit from parallelization.
Q: What API is Intel using to showcase ray tracing demos?
A: We wrote our own API. The shading system uses a HLSL-like syntax that allows you also to shoot new rays within a shader. Using that API the programmer has no need to manually multi-thread the rendering and does not need to optimize the shading with SSE as this is done by the shading compiler automatically.
Read the complete interview here: Intel graphics update: Ray-tracing the way to go for game developers?
More news about Larrabee: Larrabee @ Geeks3D
Arauna is a real-time ray tracer developed for game development. Being a real-time ray tracer, it is experimental, and does not yet deliver the performance needed to produce graphics of the same quality as modern games do using a GPU. However, in its class, it is one of the fastest (probably the fastest) renderer. Two games have been developed already using Arauna, both by students of the IGAD program of the NHTV University of Applied Sciences (Breda, The Netherlands).
More information and download HERE.
NVIDIA is seeing as “the future of computing” – basically more GPGPU usage (i.e. the use of the graphics chip to process regular programs) and the co-existence of “competing” technologies like ray tracing and rasterization.
During the whole Editor’s Day nVidia repeated ad nauseum how marvelous GPGPU is, showing several examples of applications where performance increased monstrously by the use of this technique.
As for the rasterization vs. ray tracing battle, nVidia is seeing the co-existence of both technologies in the future, as ray tracing is in fact a better technology for some applications, but worse for others.
Read full article HERE.
NVIDIA will be announcing the acquisition of a ray tracing software company called RayScale.
This is an incredibly interesting move and clarifies more of NVIDIA’s stance on merging traditional rasterization and ray tracing techniques, as we saw in our interview with David Kirk, NVIDIA’s CTO.
RayScale was a startup based out of the University of Utah and has built a hybrid renderer that merges the two techniques – all of the reflections in the image they showed were indeed done with ray tracing alone. The engine was not up to real-time frame rates on the images but they said they have spent the last two weeks working on adding features, not performance, and that it should be “no problem” to get his running in real-time.