Ray Tracey's blog

Quasi-random, more or less unbiased blog about real-time photorealistic GPU rendering

Saturday, April 4, 2009

More OTOY video's

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Jules Urbach talking about cloud rendering: http://neuronspark.com/videos/rendering-in-the-cloud/ An early concept video of LivePlace from M...
Thursday, April 2, 2009

Voxels, id tech 6, stuff

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Great video of Zelex (Jon Olick) graphics engineer and researcher at id Software, showing the sparse voxel octree technology for id Tech 6: ...

Ruby, Ruby, Rubaaaaaaaaaaayyyyy

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So, almost 10 months have passed since the first unveiling of the Ruby/OTOY/Cinema 2.0/whatever demo. AMD still hasn't released the demo...
Monday, October 6, 2008

Dynamic voxels

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In the past couple of weeks, I've learned that there are different methods to efficiently store voxels for GPU raycasting: - Octrees - G...
Saturday, August 2, 2008

Voxel ray tracing vs polygon ray tracing

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Carmack's thoughts about ray tracing: I think that ray tracing in the classical sense, of analytically intersecting rays with convention...

Carmack, id Tech 6, hybrid rendering

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In his QuakeCon keynote, John Carmack explained that his next generation engine id Tech 6 would still be mainly a hybrid renderer: I can say...
Friday, August 1, 2008

id, Voxels and Ray Tracing

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According to this article , the full Ruby demo will be shown to the public at Siggraph 2008. My interest in this demo is, apart from the pho...

Otoy, Transformers and Ray Tracing

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After the Ruby/LightStage demo, 4 other video's appeared as part of an article about Otoy on TechCrunch . Urbach explains that he starte...

The Ruby demo continued

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One week after the unveiling of the Ruby teaser, Jules Urbach recorded a new video, in which he gave a bit more info on the voxel based rend...

The Ruby demo

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To begin with... a picture says more than a thousand words This is a picture from the Ruby demo. It looks photorealistic, but is realtime an...
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Ruby, voxels and ray tracing

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Intro My name is Ray Tracey. I'm a graphics enthusiast with a passion for lifelike interactive graphics. Recently, I was struck by a rea...
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Sam Lapere
Passionate about real-time photoreal rendering with path tracing. Unreal developer. Previously scientific visualization developer, product manager and QA lead at NVIDIA, scientific visualization team manager at the EPFL Blue Brain Project, co-founder and technical director at Lightspeed Graphics NZ, project lead at Auckland Uni, PM for OctaneRender and driving the creative direction behind the Brigade real-time path tracing for games research project , photoreal 3D graphics consultant, medical imaging researcher and M.D. My tutorial series on GPU path tracing on GitHub. Check my Youtube channel with pioneering research into real-time path tracing (2011-2013). If you want to know more about why I started this blog, read this inverview from Nov 2013 in which I talked about my vision of CGI.
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