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3D Raytracing Chip Shown at CeBIT

An anonymous reader submits "As noted at heise.de Saarland University is showing a prototype of a 3D Raytracing Card at CeBIT2005. The FPGA is clocked at 90 MHz and is 3-5 times faster in raytracing then a Pentium4 CPU with 30 times more MHz. Besides game engines using raytracing there was a scene of a Boeing with 350 million polygons rendered in realtime."

30 of 391 comments (clear)

  1. Hardware encoding by BWJones · · Score: 5, Interesting

    FPGA is clocked at 90 MHz and is 3-5 times faster in raytracing then a Pentium4 CPU with 30 times more MHz.

    I am really not surprised at the performance as most anytime you build code into hardware, it is significantly faster. For instance, I used to have a Radius 4 DSP Photoshop accelerator card in my old 68030 based Mac IIci I bought in 1990 that would run Photoshop filters significantly faster than even my much later PowerPC based PowerMac 8500 purchased in 1996 with faster hard drives and more memory.

    The same sorts of benefits can be seen in vector math for optimizations that have been built into the G4 and G5 chips with Altivec.

    So, the question is: Can these guys get ATI or nVidia to buy their chip?

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    1. Re:Hardware encoding by ghereheade · · Score: 5, Insightful

      As an FPGA, no. NVIDIA et al would find it to expensive. But if they can roll their Verilog/VHDL code into an ASIC without to much trouble, it might be cost effective enough to catch the gamer and CAD markets. And as a side benefit, an ASIC should potentially run even faster thus giving even more amazing performance. In fact, without knowing what these guys are up to, I'd bet that is in their business plan.

    2. Re:Hardware encoding by foobsr · · Score: 4, Informative

      So, the question is: Can these guys get ATI or nVidia to buy their chip?

      They are trying (surprise, surprise).

      From their site (already melted (yes, yes, mirrordot)): We are very much interested in evaluating new ways for computer games and therefore like to cooperate with the gaming industry. Thus if you are in such a position, please send us an email!

      CC.

      --
      TaijiQuan (Huang, 5 loosenings)
    3. Re:Hardware encoding by TLLOTS · · Score: 4, Informative

      It's doubtful that people from ATi or nVidia would have anything more than a casual interest in such a chip. More than anything with the way GPU's have been heading, this device would be more of a backwards step than a forwards one. GPU's these days are far more flexible than they used to be, and there's every indication that trend will only continue, allowing developers to do what they want with the hardware, rather than being told what they can do with it and having no real choice either way.

      So to sum up, don't expect to see vastly specialised GPU's for raytraycing hitting the market, at least not for the mainstream buyer. It's more likely that we'll see GPU's become more generalised to the point where raytracing can implemented on software. Will they be as fast as a purpose built chip like this? No, more than likely they won't. Will developers be able to do a whole lot more with them? Most definitely, and though that will come at a significant performance penalty for the moment, I think it's the right trade off to make as we should see far more creative uses of hardware put into practice, such as work being done already to use GPU's for something other than Graphics Processing.

    4. Re:Hardware encoding by moosesocks · · Score: 4, Interesting

      unlikely. the current generation of 3d cards are all polygon-pushers. Direct3D/OpenGL are all about polygons. virtually all raytracing is done by the CPU.

      Of course, raytracing produces beautiful results compared to the other methods of 3d graphics, but it is MUCH more expensive in terms of CPU cycles on today's CPUs and non-existant on graphics chips -- the first gfx chips were polygon-based because drawing polygons is indeed easier than raytracing even with specialized hardware. of course, specialized hardware definitely helps polygons as well. my 300mhz/whatever TNT2 can render a scene as fast as the fastest pentiums today can using software rendering.

      all of the big renderfarms rely exclusively on the CPU to do their animations. this could change all that. I for one look forward to seeing the potential this has.

      --
      -- If you try to fail and succeed, which have you done? - Uli's moose
    5. Re:Hardware encoding by mrgreen4242 · · Score: 4, Interesting

      I think there may be a market here. Say, for example, that the next generation of Unreal or Doom engine is designed around something like this. The SOFTWARE vendor could potentially, assuming they could get the cost down far enough, offer some sort of PCI or even better USB2/FW hardware accelerator bundled WITH the game.

      Think of it like this... Unreal 4 or whatever the next next gen will be decides to partner up with these guys. They develop an engine that runs at 60fps with amazing graphics, etc. You can buy the USB3 or FW1600 or whatever add-on needed for the game for, say, $50, or a bundle for $75 that has the addon and the game. The development cycle would be much easier as there is only one type of hardware to worry about, and the consumer would win as they could get the new hottness game without having to drop $300 on a new new video card.

      It could also serve as an amazingly effective copy protection scheme. Can't very well play the game without the required accelerator.

      Seems possible to me.

    6. Re:Hardware encoding by Rothron+the+Wise · · Score: 5, Insightful

      Of course, raytracing produces beautiful results compared to the other methods of 3d graphics, but it is MUCH more expensive in terms of CPU cycles on today's CPUs

      This may not be true for very long. The complexity of a scene in a traditional polygon renderer like nvidia's chips scales fairly linearly with the number of polygons in view. Not so with raytracers. They have hierarchical structures to test for which group of triagles a ray may intersect and scales more like O(n log n). They also render _only_ viewable pixels, while overdraw is a major hurdle for traditional 3d cards.

      What this means is that as scenes get increasingly more complex, there is a crossover point where ray-tracing will overtake traditional rendering, and dedicated raytracing hardware ensures that this happens sooner. If you add this to the fact that raytracing lets you have perfectly smooth non-polygonized objects, perfect reflections and other features not easilly replicated by traditional rendering you'll see the incentive.

      A case in point: prman, the renderer used by Pixar is a traditional polygon rasterizer, but Pixar has on occation used BMRT (A renderman compliant ray-tracer) for scenes that require ray-tracing for realism.

      Specifically a scene in A bug's life depicting a glass bottle filled with nuts was renedered using BMRT. Flexible and robust realistic reflection and refraction is solely in the domain of ray tracing. What you saw in Half Life was only cheap tricks which would fail miserably in less constrained scenes.

      --
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    7. Re:Hardware encoding by Hortensia+Patel · · Score: 4, Informative

      They have hierarchical structures to test for which group of triagles a ray may intersect and scales more like O(n log n).

      I assume you're talking about kd-trees... these do indeed offer very nice performance characteristics, but they're designed for static geometry. Efficient raytracing for dynamic geometry (moving or deforming objects) is AFAIK still far from "solved".

      If you add this to the fact that raytracing lets you have perfectly smooth non-polygonized objects

      and take away the fact that they don't particularly like the arbitrary triangle meshes that make up the vast majority of real datasets...

      Flexible and robust realistic reflection and refraction

      Yes, "Flexible and robust" is the killer. And not just for refraction/reflection; there's still no fully-general, clean, robust method of shadowing for rasterizers, and it's not for want of trying. Radiosity is a joke. Attempts to get realism out of current rasterization approaches are bodges piled on kludges piled on hacks. It became clear some time ago that the technology was heading up a dead end. Of course, so much has been invested in making that dead-end fast that it's going to be hard to take the performance hit of moving to a better but less optimized approach.

      I suspect we'll eventually end up with a hybrid, rather like current deferred-shading techniques. It'll be interesting to watch it all pan out.

  2. Whoa, 90 MHz?? by CypherXero · · Score: 3, Funny

    For a second there, I thought I hit my head, and I had gone back to the early 90's!

  3. meh by Anonymous Coward · · Score: 4, Funny

    In other news The Miskatonic University is showing a prototype of a 3D Raytracing Card at CeBIT2005.

    The FPGA is clocked at 666 MHz and is 3.5 billion times faster in raytracing then a 80486 CPU.

    Besides game engines using raytracing there was a scene of Cthulhu awakening in 350 trillion polygons rendered in realtime.

    i.e. Vaporware

    1. Re:meh by YOU+LIKEWISE+FAIL+IT · · Score: 3, Funny

      The big limitation is that it only renders non-euclidian geometry.

      --
      One god, one market, one truth, one consumer.
  4. Just annonced by Prophetic_Truth · · Score: 5, Funny

    3D Realms upon learning of this new technology has decided to push back "Duke Nukem Forver" until the engine rewrite is completed.

    --
    time is a perception of a being's consciousness
    time is your 6th sense, the wierd ones are 7+
  5. What I would like to see by narcolepticjim · · Score: 5, Funny

    Is the Beowulf movie rendered with a cluster of these.

  6. oh yeah by lycium · · Score: 3, Interesting

    ray tracing will *so* usher in a new era of realtime graphics when we can do something like 10-50m intersections per second.

    it's amazing to me that nvidia have ignored this up until now, their existing simd architecture and memory subsystems can be easily adapted...

    all we need now is consumer push!

    1. Re:oh yeah by forkazoo · · Score: 4, Interesting

      It's not amazing at all. When nVidia started making 3D accelerators, OpenGL was a mature, common API. Direct X was gaining traction. DCC and game programmers were familiar with the immediate mode API's, and were making programs that used them.

      By making a card that rendered in immediate mode, nVidia had, ya know, a market. If they created a raytracing card, they would have needed to invent a new API to run it. They would have been the only ones with a card that used the API. Because they would have had a very small installed base, nobody would have written programs to take advantage of the API. Other companies have made raytracing accelerators. This isn't new. Most of them have not done incredibly well because there is so little actual use for the product.

      Think of it this way... How many programs have you seen written for the 3DFX glide API? So, if you are one of the people who still has a glide card, but it was designed so that it couldn't do OpenGL becuase it used completely different technology, how useful would it be to you?

      Personally, I'd love a card like that, if it was well supported by Lightwave, and had a vibrant developer community, and multiple vendors making cards for the raytracing API, and I was sure it wouldn't disappear soon.

  7. Impossible! by menace3society · · Score: 5, Funny
    The FPGA is clocked at 90 MHz and is 3-5 times faster in raytracing then a Pentium4 CPU with 30 times more MHz.

    That's ridiculous. Everyone on slashdot surely knows by now that the only reliable way to compare processor speeds across architecures is to compare clock speed!

  8. Performance by MatthewNewberg · · Score: 5, Insightful

    On the Ray Traced Quake 3 Website it says that runs faster with more computers (about 20 fps@36 GHz in 512x512 with 4xFSAA)

    Assuming that is correct,a normal chip can render Ray Traced Quake 3 like graphics at 2 to 3 fps on a 4GHZ machine which means the Ray Tracing Chip could do it at 6 to 9 fps. This might be real-time for alot of research, but when it comes to games anything less then 15 fps is a joke. I'll be interested when they can hit 30 fps, with more graphics complexity then Quake 3.

  9. FINALLY by Anonymous Coward · · Score: 4, Interesting

    Hopefully, this will help FPGAs to get some much-needed exposure. Their potential is obvious to me, as I think it must be to anyone who's been shown some of what they can do. (For example, this wiki article mentions that current FPGAs can achieve speedups of 100-1000 times over RISC CPUs in many applications.)

    Every time I hear about the latest beast of a GPU from ATI or NVidia, I can't help thinking what a waste all those transistors are for anything other than gaming, and maybe a couple other applications. We should be putting those resources into an array of runtime-programmable FPGAs! Your computer could reconfigure itself at the hardware level for specific tasks -- one moment a dedicated game console, the next a scientific workstation, etc.

    Lest I get too breathless here, does anyone care to inject some reality into this? Are there technological reasons why FPGAs haven't burst into the mainstream yet, or is it something else? Have I misunderstood their potential entirely?

  10. high quality animation by poopdeville · · Score: 3, Interesting

    This is great! I do work with an animation company, and a couple of these bad boys would seriously speed up our render times. The last video our lead artist did had to be rendered below 720x480 because we didn't have six months or a cluster of G5's. We've also been looking at buying time on IBM's supercomputers, but this might end up being cheaper in the long run.

    --
    After all, I am strangely colored.
  11. Saarland... by Goonie · · Score: 3, Interesting
    It's really interesting to see that this comes from the University of Saarland. Saarland is a rather out of the way part of Germany, near the border with France and Luxembourg.

    It's rather pretty in a European countryside kind of way - hills with wine grapes on them, big rivers with boats cruising up and down, and big vegetable gardens everywhere (Germans sure love their vegetable patches) - though I doubt it's the kind of place too many international tourists visit. Not the kind of place you'd expect cutting-edge graphics research either; but then, you find all manner of interesting research in all manner of places. Even Melbourne, Australia :)

    Hi to any residents of Saarland reading this - are they holding the German round of the World Rally Championship there this year?

    --

    Any sufficiently advanced technology is indistinguishable from a rigged demo
    --Andy Finkel (J. Klass?)
  12. The "Q3RT" screenshots... by Lisandro · · Score: 3, Insightful

    ... are impressive (here and here, for example). They don't look like much and might appear a bit dull but the ammount of details in reflections and such is surprising.
    Call me a kid, but this amazing technology appears and all i can think is how cool would it be to see enemies coming behind you reflected in a sphere...

    Too bad there's no video - but then again, the poor server is doing bad enough as it is.

  13. Re:A Boeing? by The+boojum · · Score: 3, Informative

    There's a standard model of a Boeing aircraft (777, IIRC) that's used as a something of a test scene in the computer graphics community. It's about 350M triangles (everything down to nuts and bolts, but modified so as not to give any trade secrets away) and over 4GB of data, so it gets used a lot for testing how the performance of an algorithm scales to large datasets.

  14. Price.. and compile time by xtal · · Score: 4, Informative

    Unfortunately the price is an order of magnitude (or two.. or three) too high for FPGAs to really be a consumer tech. The issue I think is an ASIC costs so little in volume, rather than spend all the money on an FPGA design that might be obsoleted next year anyway - a vendor is more likely to commit a design to silicon and then sell that.

    There's also the speed issue - I've spent DAYS of CPU time to get a design syntheized from VHDL for a moderately complicated IC built up from available cores.

    Factor in optimizing floorplans and the like, and you're talking about serious time commitments to optimize the hardware.

    It works; I've been paid to do it in the past; but it's not something I can see in the consumer market for the time being.

    An exciting hybrid is intersting though, putting silicon CPU cores on the same die with an FPGA. They've been around for awhile, and I haven't done any FPGA projects in ~18 months - but I haven't seen any real movement outside of areas where FPGAs are already popular.

    See Open Cores (no, not sores.. :-) ) if you're interested in this - there is open source hardware out there, some really good designs at that.

    --
    ..don't panic
  15. Do you know what an FPGA is? by fireboy1919 · · Score: 5, Interesting

    You're to be describing this as if it's some kind of custom hardware with many limitations.

    This could not be further from the truth. FPGAs are more flexible than any of their counterparts. FPGA stands for "field programmable gate array," and are basically a matrix of memory elements (at the very least latches) connected to gates that configured to be a particular type of gate via a ROM or something similar.

    It's kind of like a chip emulator written in hardware. You may be wondering why we don't use these all the time. First, they're a lot more expensive, bigger, and more power consuming than their one-chip cousins. Second (as if that isn't really enough), they're usually 2-5 times slower than the same logic on a custom chip.

    So the big question is why should we use them? What improvements can they give that normal chips can't?

    The big gain is when you want to optimize the hardware for a specific application and be able to change it. These were used in high end digital video cards to be able to handle whatever kind of signal is actually output by whatever kind of camera you've got (I can only assume this is still the case, but I stopped keeping track about 2000).

    I don't know if the people who wrote this thing take advantage of this idea within their design, but it's a possibility.

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  16. Anti-Planet by KalvinB · · Score: 5, Interesting

    Anti-Planet Screenshots. Anti-Planet is a FPS rendered entirely using ray tracing. It requires an SSE compatible processor (PIII and above. AMD only recently implemented SSE in their processors). This has been out long before Doom 3 and runs on systems Doom 3 couldn't possibly run on and the graphics tricks it does are just now being put into raster graphics based games.

    That, along with Wolf 5k inspired me to start working with software rendering. I think ray tracing will eventually be the way real time graphics are rendered in order to keep upping the bar for realism.

    Real Time Software Rendering

    I'm working on tutorials covering software rendering topics. The tutorials start by deobfuscating and fully documenting Wolf5K, cover some basic ray tracing and are now going through raster graphics since the concepts used for raster graphics apply for ray tracing as well. I'll be returning to do more advanced ray tracing stuff later. The tutorials also cover an enhanced version of Wolf5K written in C++ that is true color and has no texture size limitations.

    1. Re:Anti-Planet by bani · · Score: 3, Informative

      amd only "recently" implemented sse? they've had it since 2001.

      more recent amd chips have sse2, and sse3 on amd64 is just round the corner.

  17. Re:Sweet deal! by forkazoo · · Score: 4, Interesting

    In general, yes, lights will be one limiting factor. I'm going to blabber a bit about how complexity grows in raytracing when you move past very simple scenes... Then get to your comment about Doom3.

    In the simplest algorithm, assume only point lights, no spots or area lights. Basically, when you are shading a point, so you can draw it on screen, you trace a ray from that point to each light. (You may limit the lights that are at a distance beyond some cutoff, doesn't matter.) If the ray hits some geometry on the way to the light, it is in shadow for that light.

    So, without reflections, or anything cool, just pointlights, and shadows, you will trace
    S+L*S rays

    where S is the number of scene samples (pixels) that you are shading, and L is the number of lights. The lone S comes from all the rays you trace from the eye point out into the scene in order to figure out which point is visible at which pixel.

    If you have lots of reflections and refractions, that's what can really start to slow things down. At your point being shaded, you have to trace a ray each for the reflection, and for the refraction. If the reflection ray then hits another surface which is reflective, you trace another ray to get the reflected reflection, same with refraction. So, in theory, each sample point can spawn two new rays in addition to the rays for shadow tests, and each of those two new rays can result in two more new rays, etc. You basically have to set some limit to how many times you let it recurse, because two parallel mirror planes would take forever to render accurately.

    But wait, there's more! (it slices, it dices!) Everything really starts to explode when you throw out soft shadows and hard reflections. If you want everything to be nice and soft and smooth, you basically have to trace lots of rays and average the results. So, instead of each recursion in a shiny refractive scene spawning two more rays, it may need to spawn 20 or 200. Assume a max recursion of 5, and 20 rays being generated by each shading point.
    First point traces twenty rays.
    Each of those 20 trace 20 for 400.
    Each of those 400 trace 20 for 8000
    160,000
    3,200,000 shading sample points for the fifth level of recursion, each of which will need to trace rays for each of the lights which might not be casting a shadow on it, possibly many more for soft shadows.

    So, 3.2 million times Lights times soft_shadow_samples times pixels times samples_per_pixel (and believe me, 10 samples each for the reflection and refraction is not very smooth in my experience!)

    A veritable explosion of rays, as I am sure you see. I won't even begin to discuss radiosity, because that's actually slow, and computationally intensive. :)

    Now, we get to the subject of Doom3... I'm not sure this hardware would actually be that well suited to Doom3. You know all the lovely shading effects, with detailed highlights and bump mapping? They pretty much define the Doom3 Experience. That all comes from a technology called programmable shading. Basically, while your GPU is rendering the polygons in the game, it runs a tiny little program that determines the precise shade of black for each and every pixel.

    A raytracing accelerator takes advantage of the fact that ray hit-testing is a very repetative chore which can be done in hardware very efficiently.

    But, as you can see, most of the really interesting rays in a scene are the "secondary rays." The rays that are for reflection and refraction and lighting and such. So, suppose this card calculates a ray, and figures out the point that needs to be shaded. Because the accelerator is all in hardware, for programmable shading like Doom3, it would need to hand-off back to the host processor, which would run the shader code, which would ask for 20 more rays, etc. So, with a fully fixed function raytracer, there would either be annoying limits on what the scene could look like, or you would constantly be going back and forth be

  18. raytracing advantages by bani · · Score: 5, Insightful

    afaik the advantage of raytracing is that you are no longer bound by polys though. you can easily have unbelievably complex scenes with little performance impact vs simple scenes. your bottleneck is no longer polys/sec but now rays/sec.

    and iirc raytracing is a very simple thing to parallelize. given the performance they are getting out of their FPGA prototype, I expect this will scale nicely.

    imo raytacing is the obvious future of graphics cards.

    as an aside, a lot of game mechanics is dependent on raytraces for detecting collisions. now if you could use a raytracing GPU to handle that as well, you've offloaded yet more work from the CPU... :-)

  19. It takes more than a chip by sacrilicious · · Score: 4, Interesting

    Within the last five years I worked for a company that made 3D rendering chips. The operation that was encoded in hardware was that of testing a ray against a triangle; on the chip produced by my former employer, this operation could be done in parallel something like 16 times, using only one or two clock cycles.

    Once this functionality was achieved, there were some contextual architectural decisions to be made about what asic would include these gates. The company decided to implement these gates on a chip that had about 16MB of ram on it and its own execution unit (vaguely like one of the subchips in IBM's upcoming cell architecture, IIUC) and then to put arrays of these independent exec chips on daughter cards.

    Many of these decisions were trying to solve the specific problems of raytracing, e.g. how do we get geometry info into the chips efficiently, how can we parallelize the running of shaders so they don't bottleneck things, etc. These problems manifested themselves quite differently than they did for zbuffering hardware, and there were lots of clever-yet-brittle constructs used which could be shown to work in specific cases but which had pot-holes that were hard to predict when scaling or changing the problem/scene at hand.

    Rather than selling these chips themselves, the company decided that programming them was hard enough that the company itself would package up the chips into a "rendering appliance", which was essentially a computer running linux with a few of these daughtercards in them. For a software interface to rendering packages, the company chose Renderman. The task then became to translate rendering output from disparate sources (Maya, etc) into renderman expressions, and this was devilishly hard to get right. Each rendering package had to be individually tweaked in emulation, and some companies didn't help out much with info, and even those that did weren't able to supply all the info needed in many cases... my former employer ended up chasing un-spec'd features down ratholes.

    The end result was really a disaster. Nothing worked quite right, which was problematic because these chips were marketed not just as fast but as faster drop-in replacements for existing software renderers.

    I find it interesting how this entire tsunami of problems snowballed from the initial foundation of how raytracing algorithms (and therefore hardware) are different from zbuffering.

    --
    - First they ignore you, then they laugh at you, then ???, then profit.
  20. Programer vs. Artist screenshots. by Lerc · · Score: 3, Insightful

    So many people are dismissing ray tracing out of hand because the screenshots are not as pretty as some from the latest games.

    Let me ask you. Why would you expect teams of electrical engineers/mathematicians/programmers be able to produce a prettier image than a team of extremely talented artists.

    The job of the artist is to make it look pretty. The job of the guys making this chip is to provide features and to make it go fast.

    So it's not fast enough yet. It's a prototype. When it can render decent resolutions at decent framerates then bring in the artists and see what they can do with it.

    --
    -- That which does not kill us has made its last mistake.