

Color bleeding from the red and green wall:


Executable and source code at http://code.google.com/p/tokap-the-once-known-as-pong/downloads/list
Quasi-random, more or less unbiased blog about real-time photorealistic GPU rendering




Having showed a 400-million-polygon asset from G-Force as proof that even the heaviest scenes can be raytraced in production, Fajardo singled out volumetrics as a particular area of benefit.“[With a traditional hybrid Reyes renderer] you’re losing the interaction of the raytrace effects with the volumes so even simple things like shadows become a problem,” he said. “[With Arnold] it just works. There’s no ‘gotcha’.”
















"the target is CUDA implementation because it is fast and flexible enough. BDPT, MLT, tesselation, displacement mapping, hair/fur, texture filtering - sure, will be CUDA-based.Programmable materials can be done in CUDA. But an additional idea would be to port some existing CPU/C++ material shaders to work with our GPU compute building blocks. Voxels are not yet planned. But they can be potentially implemented.
Our goal is to finish the TODO feature list by September 2011. The concepts are pretty simple, but all the devil is in details. The future work is engineering. Almost all research was already done.
The website will be created this or next week. This demo shows what we can do now."












- Crysis 2 rendered in the cloud at the highest settings and streamed to an iPad using OTOY's tech
- games can be rendered for 16 concurrent users with a single GPU
- (around the 16:00 mark) path tracing!!! A very short clip was shown where Jules manipulates an extremely high detail model from the Transformers movie (created by ILM) on an iPhone in real-time, rendered in the cloud with path tracing and displayed at 60 fps. Path tracing will scale to as many servers as are available. This will really revolutionize the way games and films are made. A blurry picture below:
- Software tools such as Blender will be delivered through the cloud with OTOY
- WebCL! The next logical step after WebGL, which will make the GPU computing power from the cloud accessible through a webbrowser. Very interesting.
- Operating systems, next-gen consoles, Blu-Ray discs will become irrelevant when all apps run in the cloud
- The same assets from the Gaiking movie (to be released next year), will be used in a Gaiking game that can only be played on the cloud due to the massive computing resources it will require for rendering the graphics in real-time. Tantalizing... :-D
Screen from the Gaiking teaser trailer:

