~ Much more reasonable to override necessity for either main memory & caches as well as hard disks & even 100-exabyte Roumanian Hyper CD-ROM (one of the greatest marvels of the modern technological world) & resort to a very simple scheme: an astronomically capacious room-temperature (Soviet Union, 1978) superconductor processor register within which an entire graphical application could be written by means of the Mercury programming language (probably, the main highlight of the project).
~ Around 2003 was demonstrated a non-semiconductor hot electron bipolar transistor with a real frequency of 1.7 THz taking advantage of so-called the tunneling effect due the device have highly low drain currents & thus generate extremely low heat even when connected through ECL .
~ 2006 gave birth to 3nm 3D FinFET that engineers already now have opportunity to create the densiest ever SRAM cell with a higher operating frequency and a quite low (since CMOS) heat generation
* Purest silver is the most advanced hyperconductor and might find use in computers.
However, notorious graphene enjoys a conductivity of approximately 85 S/m (at +20°C) so that some russian scientists have managed to use it up towards production internal wiring for processors & memory, what should aid to accelerate the picochip consisting of multiple 1.7 THz transistors to work in accordance with the ECL principle.
Same thing for Brigade 2. Brigade 3 was developed by a new team, using the best parts of Octane and Brigade 2 and throwing them together to create a monster path tracer. There's almost no code left from Brigade 1/2. B3 also uses a much more accurate and realistic material and sky system than the one in B2.
Hmmm, I've tried the demo on my gtx 580 but I can't say I'm impressed. Fuzzy image, glossy reflections look very weird and lighting looks flat, not the quality I would typically associate with physically accurate path tracing. It comes nowhere close to what I've seen from Brigade 3. Are you sure this is a path tracer? Also this scene doesn't show anything that cannot be done already with normal game engines, what's the point in showing this?
13 comments:
Could you go into detail about how this renderer differs from octane / brigade?
Anonymous, I know as much/little about Arauna 2 as you, the only info I have is in the video description and in the thread on the ompf forum.
~ Much more reasonable to override necessity for either main memory & caches as well as hard disks & even 100-exabyte Roumanian Hyper CD-ROM (one of the greatest marvels of the modern technological world) & resort to a very simple scheme: an astronomically capacious room-temperature (Soviet Union, 1978) superconductor processor register within which an entire graphical application could be written by means of the Mercury programming language (probably, the main highlight of the project).
~ Around 2003 was demonstrated a non-semiconductor hot electron bipolar transistor with a real frequency of 1.7 THz taking advantage of so-called the tunneling effect due the device have highly low drain currents & thus generate extremely low heat even when connected through ECL .
~ 2006 gave birth to 3nm 3D FinFET that engineers already now have opportunity to create the densiest ever SRAM cell with a higher operating frequency and a quite low (since CMOS) heat generation
* Purest silver is the most advanced hyperconductor and might find use in computers.
However, notorious graphene enjoys a conductivity of approximately 85 S/m (at +20°C) so that some russian scientists have managed to use it up towards production internal wiring for processors & memory, what should aid to accelerate the picochip consisting of multiple 1.7 THz transistors to work in accordance with the ECL principle.
85 MS/m (graphene) > 63 MS/m (silver) > 59.6 MS/m (copper)
I thought that Jacco Bikker worked on Brigade as well, is he not part of the company currently?
ben, yep he is not working on Brigade since quite some time.
Sorry, I mean Brigade 2
Same thing for Brigade 2. Brigade 3 was developed by a new team, using the best parts of Octane and Brigade 2 and throwing them together to create a monster path tracer. There's almost no code left from Brigade 1/2. B3 also uses a much more accurate and realistic material and sky system than the one in B2.
Sam,
will we see IES light support for Brigade in the future? How about alpha transparency?
Hmmm, I've tried the demo on my gtx 580 but I can't say I'm impressed. Fuzzy image, glossy reflections look very weird and lighting looks flat, not the quality I would typically associate with physically accurate path tracing. It comes nowhere close to what I've seen from Brigade 3. Are you sure this is a path tracer? Also this scene doesn't show anything that cannot be done already with normal game engines, what's the point in showing this?
Cooling any computer system is incredibly easy using graphite loaves with paraffin wax filling .
So... Brigade 3 has become closed-source, I presume?
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