tag:blogger.com,1999:blog-7277449027963623452.post8595203329877744925..comments2023-12-07T05:43:10.401-08:00Comments on Ray Tracey's blog: Real-time pathtracing demo shows future of game graphicsSam Laperehttp://www.blogger.com/profile/05688552048697970050noreply@blogger.comBlogger6125tag:blogger.com,1999:blog-7277449027963623452.post-48890466367445164072010-04-18T09:27:26.516-07:002010-04-18T09:27:26.516-07:00Sjonnie, you'll have to wait a bit, the code a...Sjonnie, you'll have to wait a bit, the code and demo will be released in September (according to Phantom on ompf forum).Sam Laperehttps://www.blogger.com/profile/05688552048697970050noreply@blogger.comtag:blogger.com,1999:blog-7277449027963623452.post-62869597835302089352010-04-18T06:11:31.297-07:002010-04-18T06:11:31.297-07:00Looks sick! I want it.Looks sick! I want it.Sjonnienoreply@blogger.comtag:blogger.com,1999:blog-7277449027963623452.post-2298838780715018672010-04-18T05:33:59.379-07:002010-04-18T05:33:59.379-07:00@ DIY-CNC
This technology is exactly doing what y...@ DIY-CNC<br /><br />This technology is exactly doing what you said: real-time dynamic global illumination for everything: scene, objects, characters, lights can be moved and will cast soft shadows, nothing is precomputed. This algorithm delivers much higher quality than wat Crytek is doing: Crytek is using tricks and approximations with their Light Propagation Volumes, while path tracing is the de facto standard in GI, nothing can beat it's quality. <br /><br />Researchers are looking to implement newer algorithms on the GPU which deliver the same or comparable quality as (bidirectional) path tracing, progressive photon mapping being one of them (in fact, the latest OptiX SDK has a sample implementation of this). "Regular" global photon mapping has also been adapted to the GPU by Rui Wang and Kun Zhou with great results. Irradiance caching is probably also possible on the GPU and could deliver some serious speed up at the expense of a little quality loss. <br /><br />Your estimate of a 10x gain in GPU speed over 10 years is way too conservative imo: I think 100-200x is more accurate, so you probably won't have to wait that long before seeing these algorithms or variations of them in games :-)<br /> <br />Keep in mind that this pathtraced animation was done on one Core i7 (quad-core machine)+ one GTX260. Imagine what it will look like on a hexacore (six cores) + a GTX480! :-DSam Laperehttps://www.blogger.com/profile/05688552048697970050noreply@blogger.comtag:blogger.com,1999:blog-7277449027963623452.post-58259357938108181972010-04-16T12:05:50.673-07:002010-04-16T12:05:50.673-07:00I'm curious what speedups can be gained by usi...I'm curious what speedups can be gained by using new algorithms and will the scene still remain dynamic? I know in video games everything is moving towards realtime/dynamic everything. CryEngine 2 is an example of not prebaking anything.<br /><br />If new GPUs can give a 10x gain in 10yrs and algorithms give a 2-5x gain then it seems like having this in games isn't that far off. Or am I missing something?David B.https://www.blogger.com/profile/16149239897676698390noreply@blogger.comtag:blogger.com,1999:blog-7277449027963623452.post-77489452347715245142010-04-16T01:37:16.898-07:002010-04-16T01:37:16.898-07:00Yes, the guy certainly knows what he's doing a...Yes, the guy certainly knows what he's doing and has a forward-looking vision on game graphics. He can afford it to experiment with exotic algorithms like path tracing, unlike the big game companies who are restricted by 30 fps/720p demands.Sam Laperehttps://www.blogger.com/profile/05688552048697970050noreply@blogger.comtag:blogger.com,1999:blog-7277449027963623452.post-45878170857541407982010-04-16T01:01:00.851-07:002010-04-16T01:01:00.851-07:00Perhaps some of us know Jacco Bikker as the author...Perhaps some of us know Jacco Bikker as the author of an raytracing tutorial from the good old days of flipcode. Nice to see that he is still working on computer graphics.Anonymousnoreply@blogger.com