Ray Tracey's blog

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

Wednesday, June 30, 2010

Crytek aims for the cloud, sparse voxel octrees and sparse surfel octrees

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Crytek's HPG 2010 presentation is available at http://www.crytek.com/fileadmin/user_upload/inside/presentations/2010_HPG_Keynotes/Notes....
5 comments:

DysKinect

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This one made me LOL:
Tuesday, June 29, 2010

Tom's Hardware review of OnLive

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Tom's Hardware review: OnLive Cloud-Based Gaming: Is This the End of High-End PCs? Interesting review, but the assumption in the articl...
Monday, June 28, 2010

iray officially in the open with Bunkspeed Shot

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Bunkspeed Shot (final version) was officially released last week. More importantly, it also means that the long awaited iray, which is power...
Saturday, June 26, 2010

Demo of Brigade real-time path tracer out!

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Available at http://igad.nhtv.nl/~bikker/ Anyone (remotely) interested in real-time raytracing, owning a CUDA enabled GPU or a powerful CPU,...
1 comment:
Thursday, June 24, 2010

Cloud gaming just works

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The last couple of days, I have been reading a lot of impressions from gamers who have tried the OnLive service and I must say that I'm ...
5 comments:
Friday, June 18, 2010

Video review of OnLive

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Cloud gaming, it's finally here: http://www.youtube.com/watch?v=Ir4B0rgta0Y Two written reviews: http://gizmodo.com/5567770/onlive-strea...

Using the GPU for precomputing GI in game development

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I just read on the Real-Time Rendering blog , that Ubi Montreal used GPUs to precompute ambient occlusion for Splinter Cell Conviction. The ...
Friday, June 11, 2010

Stochastic progressive photon mapping in Luxrender GPU

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The guys behind Luxrender have released smallppmGPU and smallsppmgpu, two demos that incorporate ppm and sppm, which are very interesting un...
1 comment:
Thursday, May 27, 2010

1 more screen of Design Garage

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There are lots of amazing screenshots from Nvidia's Design Garage demo for the new Fermi cards. I like this interior shot in particular,...
3 comments:
Wednesday, May 26, 2010

Intel pronounces Larrabee dead, how will this affect Unreal Engine 4?

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You might remember this interview with Epic Games' ever so humble president Mike Capps from a few weeks ago, in which he said " if...
3 comments:
Thursday, May 20, 2010

V-Ray GPU news

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Yesterday a new video of V-Ray's GPU renderer surfaced on the net: http://www.spot3d.com/vray/images/rt_movies/20100514_VRayRTGPU.wmv Th...
Wednesday, May 19, 2010

Cloud gaming a hot topic at HPG2010 and Onlive coming to Belgium!

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Woot! Onlive is coming to my small, governmental-crisis-prone country :-D. Yay! http://blog.onlive.com/2010/05/16/onlive-coming-to-belgium/ ...
Tuesday, May 18, 2010

Watch the rendering equation being solved in real-time!

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Video from the "Brigade" real-time path tracer: http://www.youtube.com/watch?v=b7W4BQevKiM It looks dreamy (because of the blur), ...
Wednesday, May 12, 2010

Larrabee is really taking off...

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according to Epic's president Mike Capps. So is his hair: http://www.edge-online.com/news/epic-expects-unreal-engine-4-dominance /inser...
Friday, May 7, 2010

Voxelstein3D progress

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Since the Voxelstein3D guys implemented path tracing, the engine produces some really cool and natural looking images: The realistic path tr...
Saturday, May 1, 2010

Thea Render jumps on the GPU bandwagon

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Thea Render is going to incorporate GPU rendering in v1.3 which will probably come before the end of the year http://www.thearender.com/down...
6 comments:
Thursday, April 29, 2010

Natal: some sick joke?

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I usually keep away from forums where console wars are a daily matter, but the plans for Natal seem like total bullshit to me Marc Whitten, ...
Friday, April 23, 2010

Comparing path tracing image quality

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After seeing the amazing videos of the "Brigade" engine", the realtime pathtracer developed by Jacco Bikker, I was wondering ...
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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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