Ray Tracey's blog

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

Tuesday, June 30, 2009

Crysis on a cell phone

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The following article and video show that even the most demanding games of today can be played on any web-enabled device: http://www.techcru...
Tuesday, June 16, 2009

2 New OTOY video's

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2 new video's showing the server side rendering in action and giving some specifics about the lag: http://www.techcrunch.com/2009/06/16/...

A quantum leap of faith

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Believe it or not, but yesterday I was on the phone with Jules Urbach, the man himself behind OTOY and LightStage (I guess writing a blog do...
4 comments:
Saturday, June 6, 2009

Has it been 1 year already?

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The Ruby city demo, the very reason why I started this blog, was first shown to the world on June 4, 2008. Check the date on this youtube vi...
5 comments:
Friday, June 5, 2009

A possible faster-than-light solution for the latency problem?

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Interesting article: http://spectrum.ieee.org/computing/networks/game-developers-see-promise-in-cloud-computing-but-some-are-skeptical/0 I h...
Saturday, May 30, 2009

Ruby 2009 and the future of games

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This presentation from Jules Urbach shows what the next Ruby demo could look like: http://developer.amd.com/gpu_assets/ATIGPGPUComputingFusi...
1 comment:
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...
1 comment:

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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