Hate to say this, but if this is real its a bad example. none of the light sources, or reflections change to relation to the camera. Most live ray tracing calculated the photon coming out of the source, bouncing off the surface and hitting the camera. only the light source on the plane surface changes, and that makes the rest of the scene look prebaked.
It also says realtime GI + photonmapping by 2015.
Frightening.
Figures that Sega would be the people doing this. They're underdogs now and they have to do something to get competitive again. I'd like to see DoDonPachi done with realtime RT.
correction, the reflections would look exaclty the same because its easily 'faked' on spheres. Thats why its stupid to use spheres to show of raytracing.
I think you should go look at the wikipedia page on ray tracing. Also, you may want to take a closer look at many of the non-realtime raytracing techniques. I also assure you, and you may freely download this example. I think the link is posted on one of the other demos. You can most definitely run this on any GeForce with Pixel Shader 3.0 support.
I don't know if you're just a little kid or mentally challenged but I know one thing for sure: YOU don't know what you're talking about. You can't even spell "moderator" or "nvidia". Check out CNLohr's other raytracing video AND check out the source code of his project and try it yourself (if you're capable of doing this at all).
1) Download the source code. 2) LOOK at it and prove that it is "stolen". 3) compile the code. 4) run the program and see for yourself that it's NOT "pre-source". it's done during runtime. it's interactive. If you weren't just a little kid you could easily prove your statements by doing what I said above.
Most programs use the CPU to do ray tracing, this usually is not done in real time. I am doing a very application-specific thing here, that does run on the GPU. All commercial programs are going to do it on the CPU.
Well, in general, you can write algorithms on the CPU that can do lots of branches and jumps. On the GPU you have to design algorithms to avoid these operations. So, I guess CPU algorithms could be more "efficient" but you have to keep in mind how powerful GPUs are.
There isn't any speed up to speak of. I'm not really good at writing high performance programs that run on the CPU. There's no real way for me to chart GPU vs CPU performance.
I really don't like so much of the proprietary formats well, because they're not free (in all the senses) and because in general you typically lose a lot of the inflection of programming on the GPU when you using them. You are programming for a VERY specific architecture. You should embrace it when writing software.
I was wondering, does this GPGPU work in conjunction with Raytracing in programs such as 3DS Max and Maya? Even with quad core CPU's it takes ALOT of time to render the work I'm doing, stuff like the ARTVPS Raybox is wayyy to expensive and if I can get a good nVidia 8800 to run this GPGPU with 3DS Max Raytracing then surely render times would be vastly reduced.
This program, nor any extension to Max or mental ray, will let you use a GPGPU to power software rendering. Not unless you switch to a for-purpose tool like nVidia's Gelato.
However, it's a little known fact, but nVidia bought Mental Images last December (2007), the owner of mental ray. An official GPGPU implementation of MR is inevitable in my book. :)
Why would this have anything to do with the PS3? It says in the description that it's a GPGPU (General Purpose Computing on the GPU) application I wrote running on my Desktop's GeForce 7600. It's ray tracking in real time on the video card.
Hate to say this, but if this is real its a bad example. none of the light sources, or reflections change to relation to the camera. Most live ray tracing calculated the photon coming out of the source, bouncing off the surface and hitting the camera. only the light source on the plane surface changes, and that makes the rest of the scene look prebaked.
Mallaien 1 year ago
SEGA's Model 4 ray tracing capable hardware is currently in development
Further information is to be found at the following address -
fgnonlinedotwebsdotcom
pornostar100 2 years ago
It also says realtime GI + photonmapping by 2015.
Frightening.
Figures that Sega would be the people doing this. They're underdogs now and they have to do something to get competitive again. I'd like to see DoDonPachi done with realtime RT.
MrHateworker 1 year ago
are you going to use OpenCL for this in the future?
slenkar 2 years ago
WHERE CAN I DOWNLOAD IT?
DileSoft 2 years ago
its kind of weird to use faked highlight in a raytracer (like in this example video).
And its also kind weird to use spheres.
As all this could be perfectly done in a rasterizers at much higher efficiency and doesnt show the true power of raytracing.
Capeau 2 years ago
They use spheres because they're the easiest shape to raytrace.
A rasterizer could certainly do this faster, but the reflections wouldn't be as good at all.
cyborgtroy 2 years ago
correction, the reflections would look exaclty the same because its easily 'faked' on spheres. Thats why its stupid to use spheres to show of raytracing.
Capeau 2 years ago
Nothing really special - 1) not realistic 2 ) all the objects are static.
art926spam 2 years ago
isn't that what intel's labree processor is....a gpgpu or was it a cpgpu?
hardkoregamer1981 2 years ago
its a cgpcpggpgcpugpcpggpu
Capeau 2 years ago
btw I get around 100+ fps on a geforce 9600 GT (running "manyballs") with the standard resolution
bkingutube 2 years ago
Comment removed
SynodCenturion 2 years ago
I think you should go look at the wikipedia page on ray tracing. Also, you may want to take a closer look at many of the non-realtime raytracing techniques. I also assure you, and you may freely download this example. I think the link is posted on one of the other demos. You can most definitely run this on any GeForce with Pixel Shader 3.0 support.
CNLohr 2 years ago
I don't know if you're just a little kid or mentally challenged but I know one thing for sure: YOU don't know what you're talking about. You can't even spell "moderator" or "nvidia". Check out CNLohr's other raytracing video AND check out the source code of his project and try it yourself (if you're capable of doing this at all).
bkingutube 2 years ago
Comment removed
SynodCenturion 2 years ago
You're pathetic!
1) Download the source code. 2) LOOK at it and prove that it is "stolen". 3) compile the code. 4) run the program and see for yourself that it's NOT "pre-source". it's done during runtime. it's interactive. If you weren't just a little kid you could easily prove your statements by doing what I said above.
bkingutube 2 years ago
Comment removed
SynodCenturion 2 years ago
Does CUDA works on ATI GPU?
physcannon 3 years ago
No - but none of my work uses CUDA for that and other reasons.
CNLohr 3 years ago
If this was in realtime, it would be awesome.
Skyrodude 3 years ago
15 FPS on a Geforce 7600 is quite impressive, and it could easily be realtime on an 8000 or 9000 series Geforce.
cyborgtroy 3 years ago
what is this resolution?
mydogbiteme 3 years ago
512x384 I think.
CNLohr 3 years ago
is raytracing the job of CPU or GPGPU? cause i read something that the CPU do all the rendering instead of GPGPU..
cyther39 3 years ago
Most programs use the CPU to do ray tracing, this usually is not done in real time. I am doing a very application-specific thing here, that does run on the GPU. All commercial programs are going to do it on the CPU.
CNLohr 3 years ago
but CPU raytracing is more efficient that GPU beacause of the algorithm it uses. it suits more on CPUs..
cyther39 3 years ago
Well, in general, you can write algorithms on the CPU that can do lots of branches and jumps. On the GPU you have to design algorithms to avoid these operations. So, I guess CPU algorithms could be more "efficient" but you have to keep in mind how powerful GPUs are.
CNLohr 3 years ago
fake. that is a das bryce rendered film. sorry to say guys :)
ALMS999 3 years ago
go download it at the below link...
CNLohr 3 years ago
What languages did you use to create this?
ish718 3 years ago
C++ (using cppgpgpu) and GLSL. You can check it out on Source Forge, the project is cppgpgpu. I can't post links for some reason.
CNLohr 3 years ago
Wow dude you wrote that yourself?, impressive
now all you gotta do is get is a GTX280 :P
ish718 3 years ago
I'm open for donations :-p
CNLohr 3 years ago
Sure, guess I can spare a few pennies
ish718 3 years ago
Hey what are the specs and what speedup are you getting?
gost82 3 years ago
There isn't any speed up to speak of. I'm not really good at writing high performance programs that run on the CPU. There's no real way for me to chart GPU vs CPU performance.
CNLohr 3 years ago
Hi Lohr, just saw your Ray tracer.
It looks pretty good.
I wonder how difficult was it to write such an app for the GPU. Did you use Brook, RapidMind, CUDA or something alike?
I'm also interested in your PS3 work with the GPU.
Great work,
congratulations!
dannyxyz22 4 years ago
I really don't like so much of the proprietary formats well, because they're not free (in all the senses) and because in general you typically lose a lot of the inflection of programming on the GPU when you using them. You are programming for a VERY specific architecture. You should embrace it when writing software.
CNLohr 3 years ago
I was wondering, does this GPGPU work in conjunction with Raytracing in programs such as 3DS Max and Maya? Even with quad core CPU's it takes ALOT of time to render the work I'm doing, stuff like the ARTVPS Raybox is wayyy to expensive and if I can get a good nVidia 8800 to run this GPGPU with 3DS Max Raytracing then surely render times would be vastly reduced.
MonstermaniacBotB 4 years ago
This program, nor any extension to Max or mental ray, will let you use a GPGPU to power software rendering. Not unless you switch to a for-purpose tool like nVidia's Gelato.
However, it's a little known fact, but nVidia bought Mental Images last December (2007), the owner of mental ray. An official GPGPU implementation of MR is inevitable in my book. :)
skorp600 4 years ago
Yes I read about that, many thanks for the reply and I'll keep on watching GPGPU closely, this is truly a powerful way for rendering to go.
MonstermaniacBotB 4 years ago
This comment has received too many negative votes show
Is this still under the PS33 GPU?
CrossfaderKilla 4 years ago
This has nothing to do with PS3 GPU Work.
CNLohr 4 years ago
This comment has received too many negative votes show
so then explain what the fuck is thats demo about then !?!?!
sattanhellsing 4 years ago
Why would this have anything to do with the PS3? It says in the description that it's a GPGPU (General Purpose Computing on the GPU) application I wrote running on my Desktop's GeForce 7600. It's ray tracking in real time on the video card.
CNLohr 4 years ago
This is just a simple thing of what a GPGPU can do. They can do much more
Tombes123456 4 years ago