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GPGPU Ray Tracing Demo

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Uploaded by on Nov 8, 2007

This is another demo from the cppgpgpu app I wrote. This is ray tracing on a GeForce 7600@15FPS. There are 8 spheres, two lights, and 5 secondary bounces.

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Science & Technology

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Standard YouTube License

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Uploader Comments (CNLohr)

  • Does CUDA works on ATI GPU?

  • No - but none of my work uses CUDA for that and other reasons.

  • what is this resolution?

  • 512x384 I think.

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All Comments (35)

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  • 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.

  • SEGA's Model 4 ray tracing capable hardware is currently in development

    Further information is to be found at the following address -

    fgnonlinedotwebsdotcom

  • are you going to use OpenCL for this in the future?

  • WHERE CAN I DOWNLOAD IT?

  • 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.

  • 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.

  • 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.

  • its a cgpcpggpgcpugpcpggpu

  • Nothing really special - 1) not realistic 2 ) all the objects are static.

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