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Add Another Core for Faster Graphics

Dzonatas writes "Need a reason for extra cores inside your box? How about faster graphics. Unlike traditional faster GPUs, raytraced graphics scale with extra cores. Brett Thomas writes in his article Parallel Worlds on Bit-Tech, 'But rather than working on that advancement, most of the commercial graphics industry has been intent on pushing raster-based graphics as far as they could go. Research has been slow in raytracing, whereas raster graphic research has continued to be milked for every approximate drop it closely resembles being worth. Of course, it is to be expected that current technology be pushed, and it was a bit of a pipe dream to think that the whole industry should redesign itself over raytracing.' A report by Intel about Ray Tracing shows that a single P4 3.2Ghz is capable of 100 million raysegs, which gives a comfortable 30fps. Intel further states 450 million raysegs is when it gets 'interesting.' Also, quad cores are dated to be available around the turn of the year. Would octacores bring us dual screen or separate right/left real-time raytraced 3D?"

54 of 237 comments (clear)

  1. need a reason by b1ufox · · Score: 5, Funny

    Need a reason for extra cores inside your box? No :)

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  2. How many do I need by Moraelin · · Score: 5, Funny

    Lemme see, at this rate I'll need: 9 cores for the raytracer, 7 cores for the physics simulation, 5 for the AI, 3 for the OS, and of course

    One core to rule them all
    One core to find them
    One core to bring them all
    And in the darkness bind them ;)

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    1. Re:How many do I need by Freaky+Spook · · Score: 5, Funny

      One core to rule them all

      One core to find them

      One core to bring them all

      And in the darkness bind them

      You just installed Vista onto that rig didn't you

      *Ducks*

    2. Re:How many do I need by legoburner · · Score: 4, Funny
      Lemme see, at this rate I'll need: 9 cores for the raytracer, 7 cores for the physics simulation, 5 for the AI, 3 for the OS

      Yeah, but asteroids will look AMAZING!
    3. Re:How many do I need by Ihlosi · · Score: 3, Insightful
      One core to rule them all
      One core to find them
      One core to bring them all
      And in the darkness bind them ;)



      You must be talking about the one core that's part of the TPM.

    4. Re:How many do I need by Frightening · · Score: 2, Funny

      Yeah, and you'll need a team of dedicated hobbits to buy all that shit and put it together.

      Also, you'll probably need a Kandalf case to put it all in.

    5. Re:How many do I need by TheOrquithVagrant · · Score: 2, Funny

      > And in the darkness bind them

      I see you're sensibly predicting the first game to use this rendering technology will be "Doom 4",
      which still won't provide ducttape for the flashlight.

    6. Re:How many do I need by Anonymous Coward · · Score: 3, Funny

      It doesn't meet the minimum system requirements for Vista

  3. Gaming by Anonymous Coward · · Score: 5, Interesting

    There are already ray traced games. :O

    http://graphics.cs.uni-sb.de/~morfiel/oasen/

    1. Re:Gaming by Vario · · Score: 5, Informative

      They managed to get reasonable frame rates with a FPGA board, which is rather slow compared to modern GPUs. A lot of special effects like diffraction are included and don't kill the framerate. This might be a very interesting alternative to more texels/s and shaders.
      It just looks good as well: http://graphics.cs.uni-sb.de/~woop/rpu/rpu.html

  4. It's been done... by SigILL · · Score: 4, Interesting

    F.A.N. released a real-time raytraced demo at breakpoint back in 2003. It does no more than 10 fps on my lowly 1GHz P3, but I'm sure it runs quite smooth on a nice modern CPU (though I don't think it's multithreaded).

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    1. Re:It's been done... by Yetihehe · · Score: 2, Informative

      Yup, and Heaven seven is even good looking :)

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  5. That should read 450 million raysegs by manjunaths · · Score: 3, Informative

    Each core is already capable of doing 100 million raysegs and you talk about quad cores. So I think you mean
    450 million raysegs not 450 raysegs.

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    1. Re:That should read 450 million raysegs by MBGMorden · · Score: 2, Funny

      That's nothing. As long as you're running an Intel chip with a class-G phase varying containment field you should be able to reverse the polarity of the fluxing core to match that of the capaciting core, and then temporally render twice that much. That's assuming that you have a 1.21 Jiggawatt PS (I would personally recommend the 1.8 Jiggawatt unit from PC Power & Cooling just to some breathing room).

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  6. Put it on the GPU by TheRaven64 · · Score: 5, Interesting
    The thing about ray tracing is that it's the archetypal embarrassingly parallel problem that makes heavy use of floating point arithmetic. The thing about GPUs is that they are incredibly parallel processors optimised for for floating point operations.

    Take a look at the proceedings from any graphics conference in the last three or four years, and you will see several papers which involve ray-tracing on a GPU. Actually, not so many recently, because it's been done to death. The most impressive one I saw was at Eurographics in 2004 running non-linear ray tracing. As the rays advanced, their direction was adjusted based on the gravity of objects in the scene. The demo (rendered in realtime) showed a black hole moving in front of a stellar scene and all of the light effects this caused.

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    1. Re:Put it on the GPU by smallfries · · Score: 4, Interesting

      The problem with raytracing researchers is that they are incredibly myopic. *Everybody* should use raytracing for *everything* because it is superior to raster in *every case*. Well, bullshit. Take a look at the raytracing results people have posted links to, and then watch the video of Crysis. The problem is not raytracing, but geometric complexity. Raytracing does not scale nicely with the amount of geometry - mainly because of the shadow rays that have to be scattered from each intersection. The 100mil figure assumes about 100 rays per pixel. Well, you need 64 of them just to get around aliasing, and that doesn't leave many for ambient and shadow bounces.

      But the GPU is interesting for raytracing. As it moves closer towards a giant floating point vector machine the motivating application will become raytracing. So at the moment a 7800gtx can push 280Gflops. That is 2800 cycles per ray for a single frame. (BTW Intels figures in the article are bullshit. 100mil rays at 30fps = 3 billion rays per second. Roughly one ray per cycle on averge. They are counting a huge number of rays that have been optimised out of the scene, eg shadows or interpolated from pervious frames using a cache).

      The raw horsepower is getting there on the card but at the moment the communication soaks up all of the time. Raytracing is the poster-child problem for parallelisation - assuming that you have random access (readable) global memory. If you need to partition the memory into the compute nodes it begins to get harder. In a GPU building datastructures to hold the information is the bottleneck, and it drops the speed by factors of 100s or 1000s. Nvidia and ATi have given the general-purpose community hints that they will improve performance in reading data-structures so this particular roadblock may disappear. A real scatter operation in the fragment shader would be nice, but you would have to gut the ROPs in order to do it. This may happen anyway as the local-area operations that the ROPs compute could fold into fragment operations. To increase the write bandwidth in the card the retirement logic needs to start retiring 'pages' of pixels anyway, over a much wider bus. Otherwise the number of feasible passes per pixel will always be capped by the speed that the ROPs can retire the data.

      So given how hard it would be to *efficiently* raytrace on a GPU - why bother when you can throw so much more raw horsepower at faking it with cheap raster techniques?

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    2. Re:Put it on the GPU by Anonymous Coward · · Score: 3, Informative

      Raytracing does not scale nicely with the amount of geometry - mainly because of the shadow rays that have to be scattered from each intersection.

      Erm, that's just flat wrong. With the correct bounding volume hierarchy, ray tracing scales with geometric scene complexity much better than scanline methods. It is one of the reasons that offline raytracing renderers can handle such huge datasets efficiently. Also, the number of shadow rays used is *completely* independent of the "amount of geometry" in a scene. You are likely to need more shadow rays if you have large area lights and are seeing a lot of noise in the penumbrae of these lights - but this is nothing to do with the amount of scene geometry.

    3. Re:Put it on the GPU by JohnPM · · Score: 3, Funny

      The problem with raytracing researchers is that they are incredibly myopic.
      Yes but myopia would seem to be one of those problems that ray tracing would be much better at solving since it can handle refraction directly.

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    4. Re:Put it on the GPU by smallfries · · Score: 2, Insightful

      Erm, yes it is actually. You and the other replies that pointed out that it scales better with complexity are correct. Google confirms that my memory was a bit off on this one...

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    5. Re:Put it on the GPU by smallfries · · Score: 2, Insightful

      When I read it the way that you've put it, it does sound plausible. But the Intel quote was a bit ambiguous - you could read it as 100m rays per image, which I still think is a more natural way of describing it. If you read it the other way as 100m rays per second then it would be a division there, making it about 350 cycles per ray. The actual math could be done that quickly, but it would be very dependent on how cache friendly the data is. Using 3m rays per frame is roughly 3 rays per pixel - beneath the threshold for removing aliasing. Conventional wisdom is about 16 rays per pixel to get nice antialiasing. This of course assumes that those 350 cycles are including subsequent bounces for each ray - not treating each bounce as a separate ray. With a memory latency of ~150 cycles this means that the computation of each ray needs to pipeline exceedingly well...

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    6. Re:Put it on the GPU by lenhap · · Score: 2, Insightful
      The problem is not raytracing, but geometric complexity. Raytracing does not scale nicely with the amount of geometry - mainly because of the shadow rays that have to be scattered from each intersection.


      Did you even read the article? I understand this is slashdot where no one RTFA but come on...

      The whole benefit of raytracing, according to the article, is that it scales logarithmically with complexity (number of triangles) and shadows are free (shadows are just a side effect of raytracing, not something extra like with raster graphics). So in other words, concerning raytracing, you have to increase the complexity of a viewable scene (viewable meaning: if an object is hidden by another object, it doesn't add to the complexity) by 10 to double the computation needed vs. raster graphics which scale linearly with complexity in a scene (even non-viewable graphics add to the complexity) meaning a doubling of the complexity doubles the computation needed.

      I love the spreading of FUD and FUD* in slashdot as much as the next guy, but come on...
      *in this case I mean FUD as F'd Up Drivel.
  7. Not quite by Aceticon · · Score: 4, Insightful

    If i remember it correctly from my days of playing with POVRay (free raytracing app), the time it took to raytrace an image depended on things like the presence (or not) of semi-transparent, semi-reflective surfaces and on the number of light sources.

    If this is still the case, then going from the current rendering techniques in games to raytracing would result in images with more realistic reflections and lighting but, due to performance tradeoffs, few reflective surfaces and light sources.

    Besides, at the moment what games need the most is beter AIs and procedurally generated content, not yet another layer of eyecandy that requires gamers to upgrade their hardware (again).

    1. Re:Not quite by tgd · · Score: 4, Interesting

      Thats because a reflection creates another ray segment, and a refraction creates two.

      Considering a non-reflective ray traced world at 800x600 needs 320,000 rays to be cast to calculate an image, so 9,600,000 at 30fps, the claim of 450 million ray segments makes sense... thats 45+ per pixel at 800x600, which is a lot of reflections. Usually you'd limit the number to a fairly low because 100 deep reflections don't add noticable detail, especially in motion. Thats a lot of room for both refractive and reflective objects to be in the scenes.

    2. Re:Not quite by TheRaven64 · · Score: 4, Interesting

      You probably wouldn't just use one ray per pixel. It is typical to fire a number of rays and then average the result. This is because rays diverge quite quickly after passing through the display port, and so you get quite an uneven image. There is a noticeable difference between 1 and 4 rays per pixel, and between 4 and 9. After 9, you start to get into diminishing returns, and beyond about 25 it becomes harder to spot the difference (note that it is common to use a square number of rays, since that makes it easy calculate where they should go).

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    3. Re:Not quite by TheRaven64 · · Score: 4, Interesting
      What really needs to be done is to track motion the way you would encoding for mpeg, and focus more ray casts in areas of low motion

      There was a paper published a couple of years ago (at Eurographics?) about this. Each ray was independent, and would return a value at each intersection (i.e. you get the primary ray value quickly, and then refine it further with secondary, tertiary, etc ray data). When a ray was no longer lined up with a pixel, it was interrupted and terminated. This meant that you got a fairly low quality image while moving quickly, but a much better one when you let they rays run longer. I found it particularly interesting, since it completely removed the concept of a frame; each pixel was updated independently when a better approximation of its correct value was ready, giving a much better degradation.

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  8. rabbit rabbit rabbit by RuBLed · · Score: 4, Informative

    FTA

    "Oh, blast. Rabbit, I seem to have forgotten my pocketwatch. May I borrow yours?"

    Rabbit: I'm late, I'm late, I'm late...

    ---

    anyway, if these technology becomes a reality in the 3-5 years and if I read the article right, the whole graphics architecture would change, there would only be a need for a super graphics processor and less need for too much memory and those graphics pipeline/shader thingies...

    The reason that they might want it in a CPU is that, why have a separate add on GPU to handle the job while the CPU could do it alone by that time. You would then only need a "basic" video card that would just do the display.

    Hmmm... could this be one of the reasons why ATI and AMD merged?

  9. Quake 3: Raytraced by Anonymous Coward · · Score: 4, Interesting

    Just found that game using raytracing - Quake 3: Raytraced.
    http://graphics.cs.uni-sb.de/~sidapohl/egoshooter/

    Rumors are there's a q4 version on the way.

    1. Re:Quake 3: Raytraced by Tim+C · · Score: 3, Informative

      Unfortunately, the only downloads I see on that site are for videos of the engine in action. I also note that they quote speeds of 20FPS on a virtual CPU running at 36GHz... Add to that the fact that the site hasn't been updated since mid-2005, and I'd say it's dead.

  10. If you can't beat them, obviate them! by DoofusOfDeath · · Score: 3, Interesting

    I wonder how much this research relates to Intel's renewed desire to become a graphics player.

    If they're having trouble, for staffing or other reasons, producing good GPU designs, then it would be pretty clever of them to revolutionize the industry AND capitalize on their CPU strengths in a single move. More power to them, I say. (More power = about 120 watts, I'm guessing.)

  11. "entirely vectors" by Joce640k · · Score: 4, Insightful
    Raytracing is pretty much entirely vectors isn't it?

    No, ray tracing is all about searching databases for ray-object intersections. That's what GPUs can't do at all.

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    1. Re:"entirely vectors" by S3D · · Score: 3, Interesting
      No, ray tracing is all about searching databases for ray-object intersections. That's what GPUs can't do at all.
      Serious raytracers are tile-based anyway, that is using a lot of look-up tables. Processing of single tile could probably be fit into upcoming GPU with "unified shader architecture". But it wouldn't be efficient. GPU arn't designed for a lot of branching.
    2. Re:"entirely vectors" by pimpimpim · · Score: 3, Funny
      No, ray tracing is all about searching databases for ray-object intersections.

      So the choice for php+sql might not be such a bad idea after all ;)

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  12. It's not JUST FP that's the issue by N+Monkey · · Score: 4, Interesting
    The thing about ray tracing is that it's the archetypal embarrassingly parallel problem that makes heavy use of floating point arithmetic. The thing about GPUs is that they are incredibly parallel processors optimised for for floating point operations.

    It's not just the sheer number of FP calculations that can be the problem. Once you get away from the first (or perhaps even second) level of rays, you end up losing coherence between neighbouring rays which causes memory page/cache thrashing. This is not a nice thing on a GPU.
  13. Won't happen soon. by midkay · · Score: 5, Informative

    It's extremely unlikely that anything will go anywhere with raytracing in the near future. Raytracing takes a tremendous amount of power - apps that demonstrate it in realtime usually run quite choppy, and they're very minimalistic to boot; ugly textures, very simple geometry, very confined areas...

    The main benefits of raytracing in games would be:
    1) Shadows; they'd be Doom 3-like. Several games have full stencil shadows and that's just how raytraced ones would look: sharp and straight. The difference? Raytraced ones would take a ton more power and time to compute.
    2) True reflection and refraction. We can "fake" this well enough - for example, see the Source engine's water, incorporating realtime fresnel reflections and refractions. Though Source's water's "fake" refraction/reflection aren't pixel-perfect, and are only distorted by a bump-map, it certainly looks great.

    Honestly, considering the small gain in visual quality (although a major gain in accuracy) - it's like going after a fly with a bazooka. Sure, once we get to the point where there's enough processing power to deal with this well enough in realtime, it will happen - but don't expect it soon, and don't expect that huge a difference. Nicer reflections and refractions (which already look good today) and pixel-perfect shadows (looking just the same as stencil shadows in some newer games).

    1. Re:Won't happen soon. by DoofusOfDeath · · Score: 2, Funny

      "going after a fly with a bazooka" + raytracing in the same game? Hell, I'D BUY IT!!! :)

    2. Re:Won't happen soon. by Glacial+Wanderer · · Score: 3, Informative

      I mostly agree with you; however, your statement that ray tracing results in hard/sharp shadows is wrong. Ray tracing can easily make realistic soft shadows. As you mentioned ray tracing costs a ton of extra processing power to result in approximately equivalent images to raster graphics. Ray tracing more or less simulates how light works in the real world, and there is the real problem. Ask anyone in the graphics industry and they'll tell you their job is to fudge things until they look good because realistically modeling the real world is too expensive.

    3. Re:Won't happen soon. by CTho9305 · · Score: 4, Informative

      Raytracing takes a tremendous amount of power - apps that demonstrate it in realtime usually run quite choppy
      If you read the Intel paper that inspired TFA's author to write his ill-informed article, you'll see that raytracing scales better with scene complexity, and Intel did benchmarks to show that after about 1M triangles per scene, software raytracers will outperform hardware GPUs using triangle pipelines (e.g. openGL, directX, shaders).

      Sure, once we get to the point where there's enough processing power to deal with this well enough in realtime, it will happen
      The benchmarks in the Intel paper show that we are very close to that point right now.

    4. Re:Won't happen soon. by nacturation · · Score: 2, Interesting

      Shadows; they'd be Doom 3-like. Several games have full stencil shadows and that's just how raytraced ones would look: sharp and straight.

      Sharp and straight shadows? Check out this example or this one or yet another. Granted, these scenes rendering times are measured in hours, not fractions of a second... but eventually games will be at that level of quality.

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  14. 30 fps - unlikely by DrXym · · Score: 4, Interesting
    Ray tracing works by tracing a hypothetical ray(s) of light back from a screen pixel, and following it as it bounces and splits off various objects which may or may not be opaque, shiny, textured etc. to the light source. So a ray might first hit a sphere so you calculate the light at that point and recursively to trace the light as it bounces off other objects. To get any level of realism you're talking about multiple recursion which takes an enormous amount of time in any complex scene. Transparency also requires the relected and refracted ray to be traced so the number of rays can increase dramatically.

    Ray tracing also suffers terribly from "jaggies". Edges look bad because rays can just miss an object and cause really bad stepping on the edges of objects. To eliminate jaggies and do anti-aliasing, you need to do sub-pixel rendering with jitter (slight randomness) to produce an average value for the pixel. So you might have to trace 4 or more rays in a pixel for acceptable anti-aliasing. Effects like focal length, fog, bump mapping etc. cause things to get even more complex. Most pictures rendered with high quality on Blender, POVRay etc. would take minutes if not hours even on a fast / dual core processor.

    The only way you'd get 30fps is if cut your ray trace depth to 1 or 2, used a couple of lights, cut the screen res down and forgot about fixing jaggies. It would look terrible. Oh and find time for all the other things that apps and games must do.

  15. Use a moment method with physical optics by EmagGeek · · Score: 2, Interesting

    A ray-tracing problem can be solved simultaneously using a moment method that incorporates physical optics. I wrote my Master's thesis a long time ago that did precisely that for 2-dimensional situations. Of course, this required solving massive linear systems that, at the time I wrote it, took hours on a 433MHz Alpha to do a single frame, and it was written in FORTRAN77, but hey, we've come a long way since then :)

    1. Re:Use a moment method with physical optics by EmagGeek · · Score: 2, Funny

      Nah this was a long time ago. It may have been "cutting edge" research then, but nowadays the average 3rd grade advanced calculus student could figure it out in their head. All you have to do is take an arbitrary object in 3-space, chop the volume up into little 3D blocks that can be represented by known equations, test the incident field in those little blocks by integrating the interaction of the incident field with the material and shape of the block, and calculate the far-field by performing a fourier transform on the resulting solution matrix. Piece of cake, as long as you don't forget that the incident field at a given block is the sum of the incident plane wave and the scattered nearfields from the other blocks in the mesh :)

  16. Raytracing vs. Scanline for Realtime by greazer · · Score: 5, Informative

    I've seen the topic of realtime ray-tracing and hardware accelerated ray-tracing come up countless times over the past 15 years. In the 80's and 90's, a realtime ray-tracing acceleration chip was always around the corner. Some products did actually emerge, but never quite caught on. The reason for this is not because "commercial graphics industry has been intent on pushing raster-based graphics as far as they could go". Quite the contrary; it's much more elegant algorithmically (and hence 'easier') to implement a ray-tracer than a scanline based renderer. However, there's a fundamental limitation of ray-tracing that make it unappealing performance-wise. Cache coherence for ray-tracers suck.

    All rendering algorithms boil down to a sorting problem, where all the geometry in the scene is sorted in the Z dimension per pixel or sample. Fundamentally, scanline algorithms and ray-tracing algorithms are the same. For primary rays, here's some simpliefied pseudocode:

          foreach pixel in image
            trace ray through pixel
            shade frontmost geometry

    The trace essentially sorts all the geometrty along its path.

    A scanline algorithm looks like this:

          foreach geometry object in the scene
            foreach pixel geometry is in
              if geometry is in front of whatever is in the pixel already
                shade fragement of geometry in pixel
                replace pixel with new shaded fragment

    As you can see, the only distinction is the order of the two loops. For ray-tracing, traversing the pixels is in the outer loop, and the geometry in the inner loop. For scanline rendering, it's the opposite. This has huge consequences in terms of cache coherency. With scanline methods, since the same object is being shaded in the inner loop, and neighboring fragments of the same object are being shaded, cache coherency tends to be extermely high. The same shader program is used, and likelyhood of the texture being accessed from cache is very good. The same can't be said for ray-tracing. You can shoot two almost identical rays but touch wildly different parts of the scene. Cache coherency relative to scanline rendering is abysmal.

    This one performance side-effect of ray-tracing is the only reason we haven't seen any serious ray-tracing for realtime applications. Even in offline rendering, scanline rendering dominates even though software ray-tracing has been available from the beginning of CG. For ray-tracing to become viable, we need more than just more CPU cores. We need buses fast enough to feed all the cores in situations where we have an extremely high ratio of cache misses. Unfortunately, the speed gap between memory speeds and compute power seems to be increasing in recent years.

  17. Film at 11 by jalefkowit · · Score: 4, Insightful
    A report by Intel about Ray Tracing shows that a single P4 3.2Ghz is capable of 100 million raysegs, which gives a comfortable 30fps.

    Extra, extra! This just in! Report from CPU vendor discovers that you should spend more money on your CPU and less on your graphics card!

    Shocking, I tells ya. Shocking.

  18. Note that OpenRT is not open source by Anonymous Coward · · Score: 3, Interesting

    It's nice that people are working on ray traced games, but please note the following:

    Oasen is based on "OpenRT" --- which is entirely proprietary, and is NOT open source. Their FAQ explains that clearly.

    I'm sure that I'm not the only person annoyed at their use of "open" to mean "closed".

    Time to look for an open-source raytracing engine designed for interative use ...

    1. Re:Note that OpenRT is not open source by jared9900 · · Score: 2, Interesting

      I just feel that it should be mentioned that part of the reason for that naming is that it attempts to stay inline with the OpenGL API conventions, making the user experience of the OpenRT API seem more familiar. And just like OpenRT, OpenGL is not open source.

  19. Re:I need more cores... by Don_dumb · · Score: 2, Interesting
    What about 2 cores for the OS (one for the system idle process and the other for the working processes
    A core for an idle process?
    I am not an expert in OSes, I thought that the idle process just gave the CPU something to do while it waited for a working process (the idle just allowed the working to butt-in, whenever somethin came along).
    Wouldn't creating a core just to do nothing be hardware bloat at its most obsurd?
    Or am I showing my ignorance, just a bit too openly.
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  20. Lies, Damned Lies and RT Raytracing by adam31 · · Score: 4, Informative
    If there's one thing the RT raytracing community is good at, it's explaining how good it works in theory. Take some numbers, extrapolate a little one dimension, then another and BOOM-- The Future. There are several problems with raytracing in real-time:


    1) Static Objects Only. The huge majority of computation time is traversing a spatial subdivision structure. It happens that K-d trees offer the best characteristic (typically, fewest primitive per leaf for a given memory limit). However, these are really heinous to dynamically update. You can cheaply re-create it with median partitioning, but your trees are crappy. You can do a much nicer SAH (surface area heuristic), but to do this per frame blows out your CPU budget.

    2) Bandwidth. Even if you could update your subdivision structure very cheaply, that structure still needs to be propogated out to all the CPUs participating in the raytrace. For the 1.87 MTri model they list on page 6, their spatial structure was 127 MB. Say you have a bandwidth of 6 GB/s, it takes 20ms just to transfer the structure (and there are other problems here). So your ceiling is 50 Fps before you trace your first ray.

    3) Slower than a GPU. Even though they give you some little graph showing that raytracing (a static model, with static partitioning) beats a GPU at a MTri in the frame, this is very deceiving. The GPU pipeline works such that zillions of sub-pixel triangles simply can't get into pixel shaders fast enough, and force the pixel shader to be run many times extra. Double the resolution, however and the GPU won't take a cycle longer... with raytracing, performance will halve. So they found a bottleneck in the GPU which is totally unrepresentative of a game in every single sense, and said LOOK! BETTER! (in theory).

    4) Hey, Where's my Features? All the cool things about raytracing (nice shadows, refraction, implicit surfaces, reflection, subsurface scattering) all get tossed out the window to make it real-time! What's the point, then? Given all the pixel shader hacks invented to make a GPU frame look interesting, the quality that can be achieved in a real-time raytrace is sadly tame. Especially when you consider that quality is the supposed advantage of raytracing.

    And c'mon. It's Gameplay that counts anyway :P

    1. Re:Lies, Damned Lies and RT Raytracing by TheRaven64 · · Score: 2, Interesting
      I read a paper a couple of years ago about a ray tracer that updated the pixel at each ray iteration. This meant that when you were moving quickly, you got a lower-quality picture, but you didn't notice because you were moving quickly. If you stopped, then the detail appeared very quickly (over 2-5 frames, as I recall; too quick for the user to notice that it was appearing).

      As for dynamic scenes, this is actually easier in many ways with a ray tracer. If you start with a scene graph API, you just need to send the changes each frame. How much changes in a typical game? Most of the scenery is fairly static. The characters move and deform slightly (you can often get away with a spacial transfer function, rather than a real change to the geometry in this case). With a traditional graphics pipeline, you still need to redraw every single polygon every frame. With a ray tracer, you can cache huge amounts of the scene (in terms of secondary rays; simply save the results of them as a texture and perform a lookup here for the next ray, and invalidate the texture when something moves between it and any of the light sources).

      Ray tracers have been running in real time for a while (take a look at Utah), but not on cheap hardware. The hardware will catch up soon. Take a look at some of the designs from Microsoft Research; they have some very shiny FPGA-based logic which does 100% procedural graphics and is likely to show up in the XBox 3.

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  21. Three Words by GeffDE · · Score: 3, Informative

    The Cell Processor

    Three or four people have brought up the idea that problem would work well for the cell processor. But I don't think anyone has really seen the (rays of) light on the issue. The Cell is perfect for this. Some facts:
    1) Raytracing is highly vectorized. The Cell's many processors are optimized for vector calculations.
    2) Raytracing scales linearly with the number of cores. The Cell has 8 (at least in its current manifestation).
    3) The Cell is already available as a PCI-Express add-in card (that even runs linux!) which sounds awfully like what a GPU is... 4) The Cell is a bitch to program. But then, so are GPUs...so maybe it's not that ridiculous to see the future of the GPU...from IBM.

    How ironic it is that Intel is now pushing this technology...

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    It has been a nervous year, with people beginning to feel like Christian Scientists with appendicitis.
  22. SGI Siggraph 2002 demo by DotDotSlasher · · Score: 2, Informative

    SGI had a ray tracing demo at Siggraph 2002. On the show floor, a 128-processor SGI box ran demos at around 20hz at about 512x512 pixels.
    http://www.sci.utah.edu/stories/2002/sum_star-ray. html
    They make some good points about geometric complexity increasing much faster than displayed pixels, so there are fewer graphics primitives per pixel, so scan-line-based algorithms will make less sense.
    So in 2002 it took 128 processors to run at 20Hz at 512x512 pixels. And now we think quad-cores will be enough to render today's complex environments? That math doesn't add up to me. I think scan-line algorithms are the mainstream answer for a long time coming...

  23. -1, Wrong by spun · · Score: 2, Interesting

    I'll let the other posters comment on the wrongness of your idea that raytracing doesn't scale with scene complexity. There was a nice SciAm article about it, if you need more convincing. Instead, I'll talk about something in the article that the other posters didn't mention. Raster Processing may scale with scene somplexity, but creation doesn't. Raster graphics must be tweaked at creation to make an object look realistic while still rendering quickly. With ray tracing, you just create an object and forget about it. It just looks right without any tweaking.

    What costs game designers more: hand tweaking every object, or you buying a better computer so you can ray trace their un-tweaked objects? Now guess which way 3D graphics are gonna go...

    --
    - None can love freedom heartily, but good men; the rest love not freedom, but license. -- John Milton
  24. Scientific American by samkass · · Score: 3, Informative

    There is a good article about this in August's Scientific American by W Wayt Gibbs. It's only a couple pages but worth picking up a paper issue, or if you have one of their digital subscriptions here: http://www.sciam.com/article.cfm?chanID=sa001&arti cleID=000637F9-3815-14C0-AFE483414B7F4945

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    E pluribus unum
  25. Re:Another one by Nahor · · Score: 2, Interesting

    I remember a talk from someone (John Carmack I think) saying something like raytracing is nice but overkill. Today's hardware maybe be able to handle realtime raytracers but no way near the quality you can get from current 3D engines.

    Most special effects you see in current engines are approximation/hacks compared to what you can do with a raytracer but it's also way cheaper to compute.

    It's the same kind of relationship than between texture maps vs procedural textures. Procedural textures are better for a rendering point of view, they scale better. But it's also lot harder to make a good quality texture and it requires a lot more power to render.

  26. Re:Ah, but can you picture it in raytraced 3D? by Creepy · · Score: 3, Informative

    you are correct - pixel/fragment shading is not free - both use the same default shading model in OpenGL and probably DirectX.

    the default shader is, I believe, Lambert (a close relative to Phong - if not, it's Phong) for OpenGL and probably DirectX as well. Programs in the shader can change this to whatever you want it to be (e.g. a cel shader) and you would need to do that in either a ray tracer or rasterizer.

    there's a lot of things I like about ray tracing, but it's not without flaw - it handles specular highlights fantastically, but doesn't handle diffuse well at all, so you have to bolt on other techniques. Most people (including Intel) use ambient occlusion since it's a quick technique (also commonly used in polygon based graphics), but it tends to make muddy shadows (see the wikipedia entry). Radiosity is more realistic, but the patch computations are incredibly expensive (but parallel-able). photon mapping is another method that could be used, but I haven't used it myself. In college I wrote (with a team) a simple ray tracer and shortly after that class wrote a radiosity engine, so I'm familiar with both techniques. I never did really understand how to combine them, but I remember seeing POVRAY do it in the mid 90s and really wanted to figure out how they did it (but I graduated and was putting in startup hours, so that never happened).

    Oh, and waves on a lake are non-trivial - to be completely realistic, you need to deal with subsurface diffusion (or estimation of), foam and caustics (if you can see through the semi-transparent water surface). The specular mirror effect would be nice, but I don't see true caustics from either a raytracer or a rasterizer (you'd need to use ray bars or cones, probably).