Real Time Ray Tracing with GLSL @GameCoder
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Uploader Comments (msclecram)
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All Comments (7)
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You should turn this into a Minecraft mod.
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Mountains are pre-rendered with Terragen.
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@msclecram lol, 40 seconds, try to optimize it (i mean write assembly) with SSE and use many cores, then its fast as hell.
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nice, but lol, 3 fps for say... 6 spheres, this is not a good performance for 400 or more GFLOPS -> fail :/
better do raytracing on the CPU plz, there you have a better cache and a much better jump prediction
Robosos 1 year ago
@Robosos 3 fps ? : "Real Time Ray Tracing with GLSL 35-60 FPS GeForce 9800 gs"
I uploaded the video because i programmed the raytracing with GLSL, this give you chance of mix a standar raster or deferred rendering with raytracing in the same scene with the same api.
With OpenCL you can make a very fast RayTracing, OpenCL is a robust lenguaje ( GLSL no ).
My GPU have 64 cores, a standar CPU have 2 or 4 cores and a raytracing is a parallelizable algorithm ...... :)
msclecram 1 year ago
@msclecram
but notice the difference of the GPU/CPU bandwidth (cpu:20-30 gb/s, gpu:50-100GB/s), for a good GPU utilisation you need a good coalisation (what for polygon scenes isn't the case), its not only a CPU vs GPU "core" count battle, its about memory efficieny and prefetching and so on.
Raytracing don't map good to current GPU's...
We can talk more about that _if_ u have an polygon implementation (of course with a BVH algorithm)
Robosos 1 year ago
@Robosos ah, forget this talk
With a good ray tracing ( like BVH ) algorithm you dont have that problem, with cuda or OpenCL you can make a good implementation of ray tracing with a mesh.
Just try to find a good real time ray tracing with a standar cpu.
I have the same code of my ray tracing in the cpu, and the scene take ~40 seconds in the cpu.
Search Nvidia Optix if you want ( vs cpu ray tracing ), nvidia optix run in a standar gpu.
msclecram 1 year ago