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NVIDIA Doubts Ray Tracing Is the Future of Games

SizeWise writes "After Intel's prominent work in ray tracing in the both the desktop and mobile spaces, many gamers might be thinking that the move to ray-tracing engines is inevitable. NVIDIA's Chief Scientist, Dr. David Kirk, thinks otherwise as revealed in this interview on rasterization and ray tracing. Kirk counters many of Intel's claims of ray tracing's superiority, such as the inherent benefit to polygon complexity, while pointing out areas where ray-tracing engines would falter, such as basic antialiasing. The interview concludes with discussions on mixing the two rendering technologies and whether NVIDIA hardware can efficiently handle ray tracing calculations as well."

198 comments

  1. Counterpoint by peipas · · Score: 4, Funny

    Kirk should talk to Picard who is quite enthused about real time raytracing.

    1. Re:Counterpoint by moderatorrater · · Score: 4, Funny

      That lends a lot of weight to the raytracing argument, since I generally prefer Picard over Kirk...

    2. Re:Counterpoint by Naughty+Bob · · Score: 2, Insightful

      As a counter-counterpoint, the article has quite misleading pictures-

      The Ray-Tracing images are super slick, but are non real-time, highly processed work.

      Whereas the comparison Rasterized images are real-time, game-generated examples. If you were to allow the pro-rasterization side the same time to produce a single picture, it would be super fancy.

      --
      "Be light, stinging, insolent and melancholy"
    3. Re:Counterpoint by youngdev · · Score: 1

      I liked cisco from ds9

    4. Re:Counterpoint by peipas · · Score: 4, Funny

      Yes, I loved the episode where Odo shape-shifted into a layer 3 switch during the Romulan invasion.

    5. Re:Counterpoint by Araxen · · Score: 1

      Well if you could spell his name right I might believe you.
      It's spelt "Sisko".

    6. Re:Counterpoint by Applekid · · Score: 4, Interesting

      We're not talking about the current technology, we're talking about the future. As in whether Ray Tracing is the Future of Games.

      Graphics hardware has evolved into huge parallel general-purpose stream processors capable of obscene numbers of FLOPs per second... yet we're still clinging tenaciously to the old safety blanket of a mesh of tesselated triangles and projecting textures onto them.

      And it makes sense: the industry is really, really good at pushing them around. Sort of how like internal combustion engines are pretty much the only game in town until alternative save themselves from the vapor.

      Nvidia, either by being wise or shortsighted, is discounting ray-tracing. ATI is trailing right now so they'd probably do well to hedge their bets on the polar opposite of where Nvidia is going.

      3D modelling starts out in abstractions anyway with deformations and curves and all sorts of things that are relatively easy to describe with pure mathematics. Converting it all to mesh approximations of what was sculpted was, and still is, pretty much just a hack to get things to run at acceptable real-time speeds.

      --
      More Twoson than Cupertino
    7. Re:Counterpoint by Naughty+Bob · · Score: 1

      Wait.... Applekid lecturing me about the Future of Games?

      Snark aside, I think that the true future is a combination of both methods, with ray-tracing being used for light effects over the top of rasterized 3d models.

      After all, that's (pretty much) how it works in real life....

      --
      "Be light, stinging, insolent and melancholy"
    8. Re:Counterpoint by Enlightenment · · Score: 1

      What's important is not his name. What's important is that everyone loved Crisco.

    9. Re:Counterpoint by SanityInAnarchy · · Score: 3, Interesting

      From what I read, I think part of this is nVidia assuming GPUs still stay relevant. If we ever do get to a point where raytracing -- done on a CPU -- beats out rasterization, done on a GPU, then nVidia's business model falls apart, whereas Intel suddenly becomes much more relevant (as their GPUs tend to suck).

      Personally, I would much prefer Intel winning this. It's a hit or miss, but Intel often does provide open specs and/or open drivers. nVidia provides drivers that mostly work, except when they don't, and then you're on your own...

      --
      Don't thank God, thank a doctor!
    10. Re:Counterpoint by Have+Brain+Will+Rent · · Score: 3, Informative

      yet we're still clinging tenaciously to the old safety blanket of a mesh of tesselated triangles and projecting textures onto them.

      Tessellation is also frequently used in ray-tracers as it makes things much simpler and faster.

      Converting it all to mesh approximations of what was sculpted was, and still is, pretty much just a hack to get things to run at acceptable real-time speeds.

      It also makes things much simpler for ray-tracers. Really. Intersecting a line with an arbitrarily curved surface is demanding, in terms of cycles and in terms of getting the calculation correct in the first place.

      The article is right that ray-tracers must examine every poly, just like raster renderers. Ray-tracing is not, as some have said, O(ln N) where N is the number of primitives. The article's comments that aliasing is a big problem for ray tracing ignores decades of work in ray-tracing to overcome this problem. The article then goes on to talk about radiosity (although not naming it that) and it being even more computationally intensive and says rasterization is better because it can approximate these soft effects - well, so can ray-tracing. The rest of the article is similar... nothing is really *wrong* but I think it's not entirely unbiased either.

      Either way I'd still like to get me a machine with one of the NVidia/ATI computation engines to play with though. :D

      --
      The tyrant will always find a pretext for his tyranny - Aesop
    11. Re:Counterpoint by Exiton · · Score: 1

      How is covering this Ray guy in Crisco and tracing him going to make graphics faster. If he is so powerful as a graphics engine would it not be better to do a full watercolour of him? Hmm think im going to patent Raywatercolouring and wait for someone to invent it so I can sue them for big profits.

    12. Re:Counterpoint by mdwh2 · · Score: 1

      I wonder, could raytracing still benefit from being done on a dedicated processor for it - i.e., a GPU?

      There's two issues here - CPU vs GPU, and raytracing vs polygon rasterisation. It's not immediately clear that one should go hand in hand with the other.

    13. Re:Counterpoint by donglekey · · Score: 1

      This may be what you would like to believe, but is not necessarily reality, which is the point of the entire article. Ray tracing is still avoided when possible even in high end film because it is so expensive. There are two applications that I see it filling in games, dealing with transparency and shadows, which would make it a hybrid like the article talks about. Ray tracing everything throws away many cheap and easy anti-aliasing techniques too. I am not really sure what people hope to gain from ray tracing in games, but if it to gain quality closer to film, it may surprise you to know that ray tracing is used very little in off line rendering, and when it is, it can be tough to deal with the render times (think in terms of hours per frame).

    14. Re:Counterpoint by timeOday · · Score: 1

      If we ever do get to a point where raytracing -- done on a CPU -- beats out rasterization, done on a GPU, then nVidia's business model falls apart, whereas Intel suddenly becomes much more relevant (as their GPUs tend to suck).
      I don't see why ray tracing would necessarily tip things in Intel's favor. Ray tracing is lots of parallel, repetitive floating-point calculations, not so unlike vertex shading. When polygonal 3d graphics started to catch on, I'm sure Intel assumed their CPUs would grow to encompass that task, too, but they didn't, so maybe nVidia should simply get cracking on ray tracing instead of plugging their ears and shouting "neener neener!"
    15. Re:Counterpoint by bdjacobson · · Score: 1

      Wait.... Applekid lecturing me about the Future of Games?

      Snark aside, I think that the true future is a combination of both methods, with ray-tracing being used for light effects over the top of rasterized 3d models.

      After all, that's (pretty much) how it works in real life.... Perhaps they're denouncing it because they know the CPU+GPU integration AMD will have going on (and Intel soon too) will leave Nvidia out in the cold with no friends.
    16. Re:Counterpoint by SanityInAnarchy · · Score: 1

      I wonder, could raytracing still benefit from being done on a dedicated processor for it - i.e., a GPU?

      Not an issue, really. The question is whether it can be done faster, better, or cheaper on that GPU than on a CPU.

      If it's the case that there's not really an advantage to the GPU, then it makes more sense to have a really low-end GPU, reserve it maybe for some cool desktop effects, and spend the money you saved on a quad-core CPU -- or a second CPU (which might itself be quad-core, so you'd now have eight cores...)

      There's two issues here - CPU vs GPU, and raytracing vs polygon rasterisation. It's not immediately clear that one should go hand in hand with the other.

      They are related. It seems unlikely that you can adapt anything like a modern GPU (designed entirely for rasterisation) to do raytracing. It doesn't seem impossible that you could build a chip designed to be able to handle it, but this would still signal the end of the relevance of nVidia's expertise.

      --
      Don't thank God, thank a doctor!
    17. Re:Counterpoint by mdwh2 · · Score: 1

      It seems unlikely that you can adapt anything like a modern GPU (designed entirely for rasterisation) to do raytracing.

      That's not immediate obvious, since GPUs are processors that can do any general computing that a CPU can (indeed, there are some general purpose tasks they can do much faster than CPUs). GPUs are designed for doing a large number of things in parallel, whilst CPUs are designed for doing single tasks as fast as possible. So raytracing at first appearances seems more in the former category, but maybe there's something else about raytracing that makes it more suited to a CPU than a GPU?

    18. Re:Counterpoint by blahplusplus · · Score: 1

      "If we ever do get to a point where raytracing -- done on a CPU -- beats out rasterization, done on a GPU, then nVidia's business model falls apart, whereas Intel suddenly becomes much more relevant"

      They've been saying the same thing for years, that everything will eventually be integrated "on die", and just the opposite has happened. The fact remains that on die memory and bandwidth cannot compete with a fully dedicated card, trying to split your functions to be a jack of all trades means your master of none. Even modern CPU's would have trouble emulating early 3D cards with current hardware, the biggest problem is: Memory bandwidth. That is the single most important factor people overlook in these 'debates', PC main memory cannot hope to compete with the insane bandwidth of modern GPU's. If cpu's ever take over graphics again it will be in a low end way, cutting edge stuff will always be done externally. The problem with centralizing the function of a graphics card is also the centralization of all problems (i.e. heat). Take an 8800 GTS for example (the original ones) they had massive heatsinks, how are you going to get cutting edge performance out of a small space and not basically have to refrigerate the thing?

      It always 'seems to make sense' from people who don't consider that their shifting problems around (i.e. displacement) the geometry of these problems (heat vs complexity vs size, etc) is not going to go away any time soon.

    19. Re:Counterpoint by Mac+Degger · · Score: 1

      Not really; when you create 3d, you do so specifically for realtime or offline rendering. Realtime uses polies, renderfarms usually operate on mathematical constructs (nurbs, subd), but which the renderer breaks down into polies anyway for rendering. Raytracing is not anti poly...raytracing is a lighting system which operates on objects.

      --
      -- Waht? Tehr's a preveiw buottn?
    20. Re:Counterpoint by Pseudonym · · Score: 3, Informative

      Nvidia, either by being wise or shortsighted, is discounting ray-tracing.

      What you may not realise is that NVIDIA sells a renderer/raytracer which uses the GPU for accelleration, targeted at the animation and VFX market.

      They are not discounting ray-tracing. They are embracing it. And they know, from lots of their own R&D, that it's not going to be competitive in the real-time market at any point in the forseeable future.

      --
      sub f{($f)=@_;print"$f(q{$f});";}f(q{sub f{($f)=@_;print"$f(q{$f});";}f});
    21. Re:Counterpoint by BOFHelsinki · · Score: 0

      Nvidia didn't start with a polygons & textures renderer, though. NV1 (and NV2) was based on quadratic patches, thus natively capable of perfect curves. It tanked because it proved to be a PITA to build a working game engine (especially collision detection and viewport clipping) around that principle, and Microsoft chose the OpenGL model instead for Direct3D. Nvidia nearly went under because of that fiasco. (But of course the elegant if not highest-performance NV3/Riva ZX single-chip graphics solution returned them in the good books of OEMs; and NV4/Riva TNT and NV5/Riva TNT2 were already worthy contenders to 3Dfx, Matrox, S3, and ATI offerings for the performance crown; and the rest is familiar history.) In other words, it's not only about the pretty rendering results, it's also about how easy it is to build a complete game engine around the rendering method. The polygon meshes of a game's world model are also used by the physics and AI subsystems, level editors, and so on.

    22. Re:Counterpoint by SanityInAnarchy · · Score: 1

      So what you are saying is, given general-purpose CPUs with enough memory bandwidth, split out such that the heat can be distributed properly, we wouldn't need video cards?

      Everything you've said is an argument against one central CPU, not for GPUs in particular. Or am I missing something?

      --
      Don't thank God, thank a doctor!
  2. Steve Jobs also uses this trick by OrangeTide · · Score: 4, Insightful

    Saying something sucks if he's already developing a product for it.

    --
    “Common sense is not so common.” — Voltaire
    1. Re:Steve Jobs also uses this trick by The+One+and+Only · · Score: 1

      It's not really a trick: in Jobs' case, he honestly thinks that compared to what he's developing, everything that already exists does suck, or that it always sucked until he came along to reinvent it.

      --
      In Repressive Burma, it's not just your connection that dies. slashdot.org/comments.pl?sid=314547&cid=20819199
    2. Re:Steve Jobs also uses this trick by OrangeTide · · Score: 1

      Yea. but he acts like it was a stupid idea and Apple would never bother to make such a thing. and 6 months later, ta-da he is selling MP3 players.

      --
      “Common sense is not so common.” — Voltaire
  3. Relief Texture Mapping by DeKO · · Score: 5, Informative

    A good way to mix both techniques is Relief Texture Mapping. It's a good way to get smooth surfaces thanks to the texture interpolation hardware, with no extra polygons.

    1. Re:Relief Texture Mapping by WilyCoder · · Score: 1

      Except it can't do jack-squat at the edges of geometry...

    2. Re:Relief Texture Mapping by DeKO · · Score: 1

      Yes, it can. See the "Relief Maps with Silhouttes" demo. Notice the shadows too. Try the demos, they even work on wine, with a cheap FX 5200.

    3. Re:Relief Texture Mapping by LBt1st · · Score: 1

      This technique has nothing to do with ray-tracing.
      It's a shader combining a normal map and cube map (both are raster).

    4. Re:Relief Texture Mapping by DeKO · · Score: 3, Interesting

      Ray tracing is firing rays from each screen pixel, test for collision against the geometry, and figure out the proper color. RTM is firing rays from each polygon's "pixel", test for collision against the "texture geometry", and figure out the proper color. It's just ray tracing in a subset of the screen pixels, in a geometry (heigthmap) represented by a texture (or multiple textures) from a polygonal face. Why do you think this is not related to ray tracing?

    5. Re:Relief Texture Mapping by LBt1st · · Score: 1

      Your right. I didn't bother to watch the videos. That's actually quite impressive!

    6. Re:Relief Texture Mapping by Creepy · · Score: 3, Informative

      It can do curved surfaces, but is far from perfect and really is an approximation placed into a polygon structure (the surface itself is flat, but you don't see the surface itself). The silhouettes are done using 4 of the 16 quadrics as a reasonable subset to get an estimate curvature (4 to save on storage). These are pre-calculated and therefore have some overhead (either in a file or dynamically calculated on load). It is also restricted to hard shadows because it works similarly to ray tracing - tracing lines, not patches (it's hard to describe that, but think of it like when light hits an object, it reflects a line, not a cone), however, you get these shadows for free.

      Incidentally, Steep Parallax Mapping and Interval Mapping also use pseudo ray tracers, but the surface curvature is unique to Relief Mapping (the quadric technique doesn't work with them). Most other techniques can be adapted to support soft shadows, however, and most game developers I know (3 professional) think soft shadows are more important than curved surface relief maps. If surface curvature is important, they'd rather tessellate it out.

    7. Re:Relief Texture Mapping by hairyfeet · · Score: 1

      I know this is off topic,but does anyone know where a nice,easy to read list is that shows what AMD GPUs equal what Nvidia GPUs? At least with AMD VS Intel,I can look at the GHZ and add,say 15% to AMD for gaming.But I haven't messed with an ATI GPU since the horror that was the Rage series.Now that AMD is getting cheap,I wouldn't mind trying whatever the biggest one they make in AGP to stretch the life of my rig out a little.I have found Geforce 73-7800 in AGP,does AMD have any more powerful chips in that format? Or should I just stick with Nvidia until I build a Quad Core in a couple of years?

      --
      ACs don't waste your time replying, your posts are never seen by me.
    8. Re:Relief Texture Mapping by Jarnis · · Score: 1

      AGP is obsolete. If you want a new video card, replace your motherboard (And the CPU, and the RAM, and most likely the power supply as well)

      GeForce 7300 series is useless for 3D
      GeForce 7600 closest ATI product is probably ATI X1650 series
      GeForce 7800/7900 is closest to ATI X1950 series

      Of course, these days NVIDIA is already busy pushing the 9x00 series while ATI has the HD38xx models - two generations past the cards you were referring to.

      Just stop clinging to the obsolete AGP port if you need 3D rendering performance.

    9. Re:Relief Texture Mapping by hairyfeet · · Score: 1
      Thanks for the advice,but with the economy in the toilet I simply can't afford a $500+ or even a $300+ extra payout right now. Besides for the games I play I've been doing fine on a 6200,I just wouldn't mind a framerate boost. And I can get a 7600 with 512Mb for around $100,which is a LOT more affordable than $500,which is why I figure I'll wait a couple more years before replacing my rig.


      You say the 7300 is useless for 3d,how so? Does it have a bug like the 5200s did? I won't be playing Crysis,mostly 3-5 year old games,so price is a factor.How is the drivers on the ATI cards now? Are they still as buggy as they were during the Rage 4 days? Do they have one driver for all cards or do you need to hunt up new drivers for specific cards? As you can see I'm out of the loop when it comes to ATI cards.But I have 3 AGP 3Ghz machines in my family,including my 3.06Ghz,so while PciE is nice,I simply can't afford all the hardware required to make the switch right now.But I do appreciate the ATI advice,and will look into the prices for those cards.

      --
      ACs don't waste your time replying, your posts are never seen by me.
    10. Re:Relief Texture Mapping by Jarnis · · Score: 1

      7300 is useless due to the fact that it's almost as slow as 6200. Too slow for gaming.
      7600GT is a reasonable gaming card for older games. Still, it's already two generations old. PCIE itself is three years old.

  4. Like we were expecting something else by Btarlinian · · Score: 5, Insightful

    Seriously though, does anyone expect Nvidia to say, "Yes, we really do think that our products will all be obsolete and outdated in a few years. Thank you for asking." I personally have no idea as to whether or not ray tracing is the future of games, but I really don't think that Nvidia is the right person to ask either, (just as Intel isn't).

    1. Re:Like we were expecting something else by Naughty+Bob · · Score: 1

      but I really don't think that Nvidia is the right person to ask either, (just as Intel isn't).
      True. I believed Intel, when they explained the superiority of Ray-Tracing, and now I believe Nvidia, when they say the opposite.

      From what I can tell, Ray-Tracing is closer to 'reality', and so you'd expect the technology eventually to tend in that direction. But the explanation from the Nvidia dude makes it seem like that point is many years away, owing to the excellent results available now with rasterization, and the extreme resolution currently used by the reality.
      --
      "Be light, stinging, insolent and melancholy"
    2. Re:Like we were expecting something else by Mr.+Underbridge · · Score: 2, Insightful

      Seriously though, does anyone expect Nvidia to say, "Yes, we really do think that our products will all be obsolete and outdated in a few years. Thank you for asking." I personally have no idea as to whether or not ray tracing is the future of games, but I really don't think that Nvidia is the right person to ask either, (just as Intel isn't).

      One could argue that the Nvidia folks have been well aware of ray-tracing for a long time, and if they thought it was reaching the point where it was going to be useful that they would have begun incorporating it in a future generation of chip. So it's not like they're permenantly committed against it - they may honestly believe it's time is not here.

      As for Intel, I do think it's fairly obvious that the inherent parallelization of ray tracing is a big part of what makes it attractive to them right now. That and they have enough cash to just screw around with it without having to market it. But there's no reason Nvidia wouldn't go to multi-core chips if they thought the demand was there.

    3. Re:Like we were expecting something else by Telvin_3d · · Score: 1

      My understanding is that part of the threat to Nvidia and other dedicated graphics card makers is that ray tracing doesn't lend itself as well to dedicated solutions. Or rather, the type of processor needed tends to be the type that is already being used as a CPU with some minor tweaks to optimize performance. So instead of buying a separate chip for graphics, you get the same performance boost from just getting a second CPU or one with more cores. Instead of a graphics card with more RAM, you just add more to your general system RAM.

    4. Re:Like we were expecting something else by mikael · · Score: 1

      When it comes to ray-tracing complex shapes using spline patches, the recommended approach is to tessellate the geometry into triangles and then ray-trace the collection of triangles, using octrees for optimization (just test a single cube for ray-intersection than a whole set of triangles).

      Graphics cards already do something similar with deferred rendering. They sort the projected triangles according to position on the screen, and render groups of triangles into a local cached copy of the framebuffer. Only when all the triangles for that area have been rendered, is it written back to the main framebuffer. Another optimisation is to render the entire scene without texture-mapping just to get the Z-buffer data, then do a second-pass to get the texture data. This saves wasting multiple texture passes on each pixel. Reflection and refraction can already be handled using cube-maps.
      So using graphics hardware is as good as a two-ray deep ray-tracer.

      It's only when you need inter-object reflections to large depth that ray-tracing really has an advantage (although there are programming techniques to do that with graphics cards too).

      --
      Vintage computer adverts: http://www.vintageadbrowser.com/computers-and-software-ads
    5. Re:Like we were expecting something else by Kjella · · Score: 2, Insightful

      From what I can tell, Ray-Tracing is closer to 'reality', and so you'd expect the technology eventually to tend in that direction. Not necessarily, humans aren't that picky that the virtual reality be a perfect reality. For example, I don't ever expect to pick up a laser, find a thin enough slit and see the quantum effects on the wall, not the real simulated deal anyway. More natural than modelling it as a pefect beam? Sure, but like what's the point. Graphic cards and Copperfield are in the same business, making the grandest possible illusion with a minimum of resources and maximum immersion. If you get the macroscopic effects close enough, there's no added value to actually doing what you just made appear right with smoke and mirrors.
      --
      Live today, because you never know what tomorrow brings
    6. Re:Like we were expecting something else by Znork · · Score: 3, Interesting

      So instead of buying a separate chip for graphics, you get the same performance boost from just getting a second CPU or one with more cores.

      Not only that; you get a performance boost from your server. And from your kids computers. You get a performance boost from your HTPC. And potentially any other computer on your network.

      The highly paralellizable nature is the most interesting aspect to raytracing IMO; with distributed engines one could do some very cool things.

    7. Re:Like we were expecting something else by Naughty+Bob · · Score: 1

      I don't ever expect to pick up a laser, find a thin enough slit and see the quantum effects on the wall, not the real simulated deal anyway.
      I'm assuming you mean within a simulated 'reality'.

      On the one hand, quantum interference can easily be exempted from the potential ray-tracing future, should it prove hard to model. On the other, what's so hard about it?
      --
      "Be light, stinging, insolent and melancholy"
    8. Re:Like we were expecting something else by Abcd1234 · · Score: 5, Informative

      Actually, I don't think that's true at all. Raytracing, just like today's rasterizers, can greatly benefit from dedicated hardware for doing vector operations, geometry manipulation, and so forth. This is particularly true as raytracing benefits greatly from parallelization, and it would be far easier to build a dedicated card with a nice fat bus for shunting geometry and texture information between a large number of processing units than it would be to use a stock, general multicore processor which isn't really designed with those specific applications in mind.

      Besides, the whole reason to have separate, specialized gear for doing things like audio/visual processing is to free up the main CPU for doing other things. Heck, we're even seeing specialized, third-party hardware for doing things like physics and AI calculations, not to mention accelerators for H.264 decoding, etc. As such, I see no reason to move graphics rendering back to the main CPU(s).

    9. Re:Like we were expecting something else by Abcd1234 · · Score: 1

      although there are programming techniques to do that with graphics cards too

      Whoops, I think you meant "hacks", there.

      This is the same thing that's been going on with rasterization for years. Developers and hardware designers have built hack upon hack in order to implement what raytracing does so easily. The result is a library of tricks that often can't be easily intermixed, and are always a pain to work with.

      So, if you can switch to raytracing and get similar performance, and end up with a larger feature set that produces higher quality results, why *wouldn't* you?

    10. Re:Like we were expecting something else by MenTaLguY · · Score: 1

      Ray tracing is based on tracing the paths of particles, not wavefronts.

      --

      DNA just wants to be free...
    11. Re:Like we were expecting something else by Naughty+Bob · · Score: 1

      But it intends to be able to reproduce reality via a set of starting assumptions, no?

      --
      "Be light, stinging, insolent and melancholy"
    12. Re:Like we were expecting something else by Bob-taro · · Score: 1

      True. I believed Intel, when they explained the superiority of Ray-Tracing, and now I believe Nvidia, when they say the opposite.

      It sounds like ray tracing is better, but slower. If that is the case, a move to ray tracing might be more likely if we see a "leveling off" of scene complexity while hardware performance continues to increase. It might get to where a ray traced game looks better and is fast enough.

      --
      Prov 9:8 Do not rebuke mockers or they will hate you; rebuke the wise and they will love you.
    13. Re:Like we were expecting something else by podperson · · Score: 1, Insightful

      I think his response was pretty reasonable and balanced, actually.

      1) Ray-tracing isn't going to solve all problems (it doesn't for movie rendering, why would it for real-time?)

      2) Existing software still needs to run.

      3) A hybrid approach will end up making the most sense (since it has for everything else).

      He's not just talking "party line" ... he's talking common sense. Ray-tracing everything is just an inefficient way to get the job done. It produces great mirror-finished objects but ugly shadows and mediocre lighting. (Guess which demos are full of mirror-finish objects?)

    14. Re:Like we were expecting something else by xeoron · · Score: 1

      No I don't think they will, but they might say, "We see this becoming the next trend, which we are committed to supporting."

    15. Re:Like we were expecting something else by Abcd1234 · · Score: 1

      You can't switch to raytracing and get similar performance. If you could then games would already be using it today.

      No one is saying you can, today, and you bringing it up constitutes a strawman. The point is that we're getting to the point, in terms of available technology, where it *will* be possible.

      The rest of your post is based on the same, erroneous presumption, so there seems little point in addressing it.

    16. Re:Like we were expecting something else by jcrash · · Score: 2, Insightful

      If I try to offload to my HTPC something tells me that network latency is sure gonna send my FPS to crap. But, in the current world where raytracing takes a LONG time, sure you can offload all you want.

      --
      I do not fear computers. I fear the lack of them. Isaac Asimov (1920 - 1992)
    17. Re:Like we were expecting something else by Hatta · · Score: 1

      Seriously though, does anyone expect Nvidia to say, "Yes, we really do think that our products will all be obsolete and outdated in a few years. Thank you for asking."

      Why yes, I do expect Nvidia to say that all their current products will be obsolete in a couple years.

      --
      Give me Classic Slashdot or give me death!
    18. Re:Like we were expecting something else by MenTaLguY · · Score: 1

      No. Ray-tracing solves a small subset of the rendering equation, based on a purely particle-oriented approximation of photon behavior. It is not at all a suitable technique for modeling photon wavefronts (the interaction of which gives us interference patterns). If you want to model photon wavefronts, you need to use other techniques.

      --

      DNA just wants to be free...
    19. Re:Like we were expecting something else by mdwh2 · · Score: 1

      As for Intel, I do think it's fairly obvious that the inherent parallelization of ray tracing is a big part of what makes it attractive to them right now. That and they have enough cash to just screw around with it without having to market it. But there's no reason Nvidia wouldn't go to multi-core chips if they thought the demand was there.

      I'm not sure if this is what you meant, but note that an NVIDIA 8800GT has 128 stream processors - it is multi-core, way more so than current CPUs.

      The parallelization of ray tracing makes it appealing, but so does the parallelization of standard 3D polygon rasterization. I think people (not you, generally) have a tendancy to go "Ray-tracing is massively parallelizable" and "Oh look, CPUs are multi-core" and put the two together as if it means raytracing must win out, missing the point that bog standard 3D graphics have been utilising multiprocessing cores for years, and will continue to do so in future.

    20. Re:Like we were expecting something else by Mac+Degger · · Score: 2, Interesting

      You should check out the quake3 engien modded to use raytracing. Quite nice, and the computer scientist also has some interesting points about the efficiencies of raytracing (ie those problems Portal had with it's portal rendering (which you didn't see, because they had to hack around it))? Not a problem with raytracing).

      So, quake3 runs easily using raytracing, and that was just something to show how fast it can be...it's feasable in the latest games too. So why is raytacing so slow again?

      Oh, you're thinking POVray or some such offline rendering engine.

      --
      -- Waht? Tehr's a preveiw buottn?
    21. Re:Like we were expecting something else by Ilgaz · · Score: 1

      Search for i915 on web and keep reading about i950.

      That is the company made them possible. They are the ones who thinks CPU should do the GPUs job.

      Also look to some external HD makers pages for comparison between the USB2 (Intel) and Firewire 400 (not even 800) real life throughputs. Ask Apple who forced them not to put Firewire to first generation Macbooks. Dig deeper and find the reason why USB2 480mbps sucks compared to 400mbps Firewire, you will see something wrong with the protocol, it offloads the work to CPU while Firewire is almost like SCSI.

      I hate NVidia and ATI myself and they are way too spoiled recently because no rivals exist, their junk drivers make my OS X Leopard lose half of speed compared to Tiger (getting better), their support department consists of template sending monkeys but if Intel proposes something, don't let your hate fool you.

      I may move from NVidia 6600 on my Quad G5 to ATI X1900 which is a better performing (theoretically) card instead of buying a Intel Mac. It may save me from upgrading my CPU for couple of years. Don't you think Intel hates this?

    22. Re:Like we were expecting something else by Nicolay77 · · Score: 1

      From: http://graphics.cs.uni-sb.de/~sidapohl/egoshooter/

      "runs faster with more computers (about 20 fps@36 GHz in 512x512 with 4xFSAA)"

      Sure, it runs easily.

      --
      We are Turing O-Machines. The Oracle is out there.
    23. Re:Like we were expecting something else by ultranova · · Score: 1

      Which is why it's so bloody hard to get soft shadows and proper global illumination. You'd need forward wavefront tracing for accurate images - and don't forget that light moves at limited speed, so you'd also need to take into account blue- and redshifts (both due to moving objects and gravity wells), the simple fact that objects far enough from the light source aren't visible because light hasn't had enough time for a round trip, etc.

      I wonder if it would be possible to prove that the smallest possible computer needed to accurately simulate the Universe in real time would be... Universe itself ?

      --

      Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

    24. Re:Like we were expecting something else by MenTaLguY · · Score: 1

      The proof is a trivial proof by demonstration. :)

      --

      DNA just wants to be free...
    25. Re:Like we were expecting something else by KDR_11k · · Score: 1

      Of course it'd be nice to get similar performance but currently raytracing is orders of magnitude slower than rasterization for the same scene and all those things you really need the rays for tend to be really awful for the performance too. It might be feasible to use raytracing in realtime already but the scenes you can display at a decent framerate would be much simpler than the scenes we're currently getting with rasterizers.

      In conclusion, cheaper, faster and better is always good but rarely attainable.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    26. Re:Like we were expecting something else by Abcd1234 · · Score: 1

      Of course it'd be nice to get similar performance but currently raytracing is orders of magnitude slower than rasterization for the same scene and all those things you really need the rays for tend to be really awful for the performance too.

      Who cares, as long as you're still achieving necessary framerates? The point isn't that raytracing is, on it's own, more efficient that rasterization. That's obviously not the case. The point is that, with the technology we have now, it may be feasible to use raytracing for realtime rendering, and with that, you get a whole raft of effects that are essentially impossible using modern rasterizers.

      It might be feasible to use raytracing in realtime already but the scenes you can display at a decent framerate would be much simpler than the scenes we're currently getting with rasterizers.

      Umm, no, scene complexity is precisely where raytracers win. That's one of the reasons people consider it the way of the future... in general, raytracing complexity increases with resolution, whereas rasterization scales with the number of polygons.

    27. Re:Like we were expecting something else by KDR_11k · · Score: 1

      Raytracing doesn't just ignore scene complexity though, it still has to check what's there and where it is, a ray has to be checked against candidates for intersection after all. While it'll save fillrate it won't save you from doing all the transformations.

      The technology we have now is defnitely far away from realtime raytracing, once we can render any scene we want minus the ray effects it's probably a good idea to go with raytracing but for now the hardware is way too weak for raytracing without sacrificing a LOT of scene complexity. Also let's not forget that most ray effects can be approximated well enough to fool the human eye.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
  5. Hmmm - who to believe, who to believe?? by $RANDOMLUSER · · Score: 4, Interesting

    Intel says to do it with the CPU, and nVidia says to do it with the GPU. What a surprise.

    --
    No folly is more costly than the folly of intolerant idealism. - Winston Churchill
    1. Re:Hmmm - who to believe, who to believe?? by not-enough-info · · Score: 1

      Intel says to do it with the CPU, and nVidia says to do it with the GPU. AMD does it in court!
      --
      ---k--
      </stupid>
    2. Re:Hmmm - who to believe, who to believe?? by sexconker · · Score: 1

      and Chevron Doubts Hydrogen Is The Future of Cars So do I.
      Remember kids - Hydrogen isn't free!

    3. Re:Hmmm - who to believe, who to believe?? by archen · · Score: 1

      Actually I believe AMD wants a co-processor model which would be a third option.

    4. Re:Hmmm - who to believe, who to believe?? by IdeaMan · · Score: 1

      Sounds kinda dumb to me.
      Option 1: Co-processor with a nice fat pipe to the graphics memory (GPU)
      Or
      Option 2: Co-processor transferring both model AND image data over the system bus.

      --
      They ARE out to get you simply because They are in it for themselves and they don't care about you.
  6. Obey your thirst... by Itninja · · Score: 5, Insightful

    Personally, I prefer spites to either ray-trace or polygons. I still thing Starcraft (the game, not the conversion van) had some of the best graphics. But then I am kind of a fuddy-duddy. I also think River Raid was an awesome game.

    --
    I judt got a nre Kinesis keybiartf so please excusr ant egregiou typos.
    1. Re:Obey your thirst... by Dorkmaster+Flek · · Score: 1

      I've always been a huge fan of 2D sprites. A well animated and detailed 2D sprite uses up much less resources and can do things you could never do with a 3D model, even an insanely detailed high-res textured one. Seeing well detailed 2D graphics makes me smile.

      --
      I like to think of online DRM as something akin to a college -- you pay for lessons until you learn something.
    2. Re:Obey your thirst... by Anonymous Coward · · Score: 0

      Then you're a fan of ray-tracing. All of Starcraft's sprites were ray-traced ahead of time.

      If they could be ray-traced in real time, then Starcraft could support larger monitors simply by scaling up the screen, instead of being stuck at 800x600. Or they could go the lame "superzoom!" thing that newer RTS games are doing which really destroys the entire point of the game. But I'd rather think of 1600x1200 Starcraft.

    3. Re:Obey your thirst... by Wabin · · Score: 1

      Agreed. Doing anything out of spite is a bad idea. Long live Space Invaders!

      --
      Most exciting phrase in science: not "Eureka!" but "Hmm... That's funny..." -Asimov (abridged for \. limits)
    4. Re:Obey your thirst... by CubeRootOf · · Score: 0

      Starcraft had some of the most EFFECTIVE graphics.

      There isn't a sense that you would ever miss your targets because the graphics display couldn't get on the same page with where the engine thought the graphics should be...

      sprites makes sure everyone is on the same page, by being able to say, beyond a doubt, this thing is here and it is this big... no no - don't compute its position, just put it there... no no - I don't care what kind of processor you have, or what OS you are using, put it where I said to put it.

    5. Re:Obey your thirst... by Belial6 · · Score: 2, Funny

      I still remember, as boy in the early 80's, getting the opportunity to take a cruse on a navy ship. Seeing the targeting equipment on that ship gave me a real appreciation for just how realistic the graphics on Missile Command were. They were darn near indistinguishable from the real thing.

    6. Re:Obey your thirst... by Anonymous Coward · · Score: 0

      "--
      Can you find what's unusual about my sig? I will posit that you cannot."

      Me certainly see something excluded.

      Of course, you're also confused, but that's nothing unusual on /. If you weren't confused you would know that there are all kinds of things "unusual" about your .sig: it is yours, for example. What you really want to ask is, "Can you find out THE ONE THING I THINK is unusual about my sig?"

      Quite a different proposition, and clearly a purely psychological problem, as most of these things are. Who knows, of the millions of unusual things about your .sig, which particular one you happen to think is the only unusual thing about your .sig?

    7. Re:Obey your thirst... by popmaker · · Score: 1

      Very good point! It does maybe not have that super-realistic "I shot the guy in the head and he's actually BLEEDING from the head", but it just looks... nice! The same with the old black isle games, such as Baldur's gate (especially II), fallout, planespace torment, etc... Clean, simple and nice.

      And, by the way, I thought I'd laugh my ass off first time I went on a camping trip and saw the Starcraft conversion van. :)

    8. Re:Obey your thirst... by Stormwatch · · Score: 2, Informative

      Talking about sprites, did you see the teaser video for King of Fighters XII? So. Fuckin'. Beautiful.

    9. Re:Obey your thirst... by GreggBz · · Score: 1

      If you were talking about pixel detail, I might agree.

      But It's all about the lighting and animation in a changing environment (starcraft was isometric with static lighting). It's hard to light and animate sprites convincingly, unless you have a lot of artists willing to draw a lot of frames.

    10. Re:Obey your thirst... by waffledoodle · · Score: 2, Insightful

      It goes both ways. Sprites are perfect at a small scale or when you don't need too many frames of animation, or when you want to blend and layer animations. However, a super smooth screen-size sprite (a boss, for example) can easily suck up more resources than a model if you're dishing out lots of animation.

    11. Re:Obey your thirst... by Itninja · · Score: 1

      No. There is actually something quantifiably unusual about my signature. Not something subjective, but a trait about it that's very unusual, even unique.

      --
      I judt got a nre Kinesis keybiartf so please excusr ant egregiou typos.
    12. Re:Obey your thirst... by ObsessiveMathsFreak · · Score: 2, Informative

      It takes a lot of work to get a 3D model to look as good as a 2D sprite. You gain more freedom and, as the amount of actions increase, can create new animations with as lot less hassle. But it remains very difficult to get a really good "animated" feel with 3D models which need to look good from all angles, and nowadays under all lighting conditions. 2D sprites, while laborious to create, invariably display precisely as the animator intended.

      Games like Ratchet and Clank or Jak and Daxter pull this off well. It's not just down to character design allowing a certoony look. Apparently the games use a Naughty Dog technique whereby the models "bones", i.e. canonically fixed points, are themselves allowed warp and distort, meaning that the models do not simply consist of fixed points rotating on joints. Jax and Daxter exemplifies this best, with characters undergoing highly exaggerated warping and distortion both in game and in scripted scenes. Think of a Looney Toons double take. A game like Viewtiful Joe, which while cell shaded, did not look as good, simply because it did not use this effect. I believe Sly Cooper used a combination of the two styles.

      Design is a far, far more important factor than graphics capability in improving a games overall look. Call of Duty 4, while technically impressive, looks fairly dry. This simply cannot be helped as you are playing as "realistic" soldiers in what are ordinary locals. Something like Unreal Tournament 3, which is actively using often exaggerated artistic designs, and where you fight in alien locals, is much more aesthetic.

      Ray tracing "can" make games look better, but only slightly. If you want better looking games, you need better artistic design. I don't see how ray tracing delivers this in a measurably better way over other, less intensive techniques. Unless it's for something like weird water effects, I just can't see the advantage when you could be putting cycles to work on other things like movement in the background, more animated sprites or things like dust and spray.

      --
      May the Maths Be with you!
    13. Re:Obey your thirst... by daenris · · Score: 1

      I wouldn't call the lack of the letter e 'unique.'

    14. Re:Obey your thirst... by Itninja · · Score: 1

      Unique is a stretch. But I can't say I seen any /. e-less signatures lately.

      --
      I judt got a nre Kinesis keybiartf so please excusr ant egregiou typos.
    15. Re:Obey your thirst... by Jesus_666 · · Score: 1

      Check out Odin Sphere (link goes to links to the trailer). That game is just beautiful.

      --
      USE HOT GRITS WITH STATUE OF NATALIE PORTMAN (NAKED AND PETRIFIED)
    16. Re:Obey your thirst... by nuzak · · Score: 1

      Apparently the games use a Naughty Dog technique whereby the models "bones", i.e. canonically fixed points, are themselves allowed warp and distort, meaning that the models do not simply consist of fixed points rotating on joints.

      That would be the Chuck Jones/Tex Avery Effect. The movie "Madagascar" also made good use of this.

      --
      Done with slashdot, done with nerds, getting a life.
    17. Re:Obey your thirst... by slashtivus · · Score: 1

      you're not looking hard enough.

    18. Re:Obey your thirst... by KDR_11k · · Score: 1

      Are you sure those were raytraced and not just rasterized? I didn't see anything that required RT in SC and rasterizers render much faster than raytracers.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
  7. This just in... by Majik+Sheff · · Score: 2, Insightful

    IBM doubts the future of the "personal computer"
    Buggy manufacturers poo-poo the new horseless carriage
    etc, etc.

    --
    Women are like electronics: you don't know how damaged they are until you try to turn them on.
    1. Re:This just in... by morgan_greywolf · · Score: 1

      IBM doubts the future of the "personal computer" Actually, that was Xerox and maybe some factions at IBM back in the day. But various factions at IBM were watching the young 'personal computer' (they were called 'home computers' back then) market to see when the best time to jump in would be.
    2. Re:This just in... by somepunk · · Score: 1

      Nobody remembers the doubts that turned out to be justified. This is a logical fallacy of the same sort as the one that starts out with people laughing at somebody.. who could be a misunderstood genius waiting for the recognition of history, but more likely as not, really is just an idiot.

      --
      Those people who think they know everything are a great annoyance to those of us who do. (Isaac Asimov)
  8. Translation by snarfies · · Score: 2, Insightful

    We can't do it as well as Intel yet, therefore it sucks. BUY NVIDIA.

  9. What do the people that make the software say? by 9mm+Censor · · Score: 4, Interesting

    What about game and engine devs? Where do they see the future going?

    1. Re:What do the people that make the software say? by Solra+Bizna · · Score: 2, Informative

      What about game and engine devs? Where do they see the future going?

      IAAGD. My current paid project is to have both a raytracing module and a rasterizing module, and is designed to use them completely interchangeably. Personally, I'm a much bigger fan of raytracing than rasterization, and I'm going to a great deal of effort to make sure that it can be done efficiently with my engine.

      -:sigma.SB

      --
      WARN
      THERE IS ANOTHER SYSTEM
    2. Re:What do the people that make the software say? by Squapper · · Score: 5, Interesting

      I am an game-developing 3d-artist, and our biggest problem right now is the lack of ability to render complex per-pixel shaders (particulary on the PS3). But this is only a short-term problem, and what would we do with the ability to create more complex shaders? Fake the appearance of the benefits of Ray-tracing (more complex scenes and more realistic surfaces) of course!

      On the other hand, the film industry could be a good place to look for the future technology of computer games. And as it is right now, it's preferable to avoid the slowness of raytracing and fake the effects instead, even when making big blockbuster movies.

    3. Re:What do the people that make the software say? by p0tat03 · · Score: 1

      I am an amateur game developer, so I probably can't speak for large devs, but I can speak for the community. The biggest problem facing game devs (and graphics people in general) is lighting. Doom 3 created an elegant, unified lighting model (i.e. the environment and characters are lit with the same algorithm, making them consistent), but it had severe limitations. Gone were the days where lights could be soft, and bounce around, and generally look nice, and replacing it was a very harsh lighting system that did not account for radiosity (due to limitations in hardware performance).

      We've spent the last few years since Doom 3 trying to fake ways to get nice, soft lighting in our games, but in the end every single method is still just that - a hack. As we see more and more advanced lighting schemes come about to try and do soft lighting in real time, you will notice the systems get more and more convoluted and complex.

      The only "elegant" solution to this problem is raytracing. Instead of faking radiosity through texture caches, secondary renders, and a whole slew of messy, fake solutions, we need to be able to execute raytracing in real-time. As soon as we can do it, the complexity of our lighting code will collapse to something incredibly elegant, simple, and universal (i.e. it will work across ALL situations).

    4. Re:What do the people that make the software say? by MenTaLguY · · Score: 1

      Well, sort of. Raytracing isn't a complete solution to the rendering equation -- you'll still need hacks to get nice soft shadows, indirect lighting, and ambient occlusion.

      --

      DNA just wants to be free...
    5. Re:What do the people that make the software say? by p0tat03 · · Score: 1

      A proper raytrace implementation will automatically account for things like the shadow penumbra (soft shadows), indirect lighting (light bounces, aka radiosity), and ambient occlusion. We're definitely not talking about the raytracers of yesteryear, which were very functionally limited.

      I suppose the argument isn't even really about raytracing vs. not. It's about whether it's worthwhile to brute force the problem (thereby keeping the solution elegant and simple) with sheer CPU power, or to try and fake your way to good visuals via ever more convoluted "fake" solutions.

      As a coder I'm obviously in the first camp - the sheer amount of hacks to get your "unified" lighting system together is ridiculous, and gets even more complex every day. Ideally we'd just calculate everything for real, in real-time, and the bonus is that it's scalable to computing power. Want better lighting? Crank up the sample count in your raytrace solution... if you have the power :P

    6. Re:What do the people that make the software say? by Creepy · · Score: 1

      I know this isn't what you meant, at least by how you phrased the rest of your comment, but technically light bounces are handled very well by raytracers, as is proper color absorption from nearby reflections as long as you are referring to Specular (shiny) lighting. What isn't handled well is non-point source diffuse (soft), which is why many ray tracers bolt on photon mapping or radiosity.

    7. Re:What do the people that make the software say? by PitaBred · · Score: 1

      He didn't say that he worked for EA...

    8. Re:What do the people that make the software say? by MenTaLguY · · Score: 1

      A proper raytrace implementation will automatically account for things like the shadow penumbra (soft shadows), indirect lighting (light bounces, aka radiosity), and ambient occlusion. We're definitely not talking about the raytracers of yesteryear, which were very functionally limited.

      Those additional techniques used by modern "ray tracers" to avoid the limitations of pure ray tracing are not ray tracing (the term has a very specific meaning). They belong to a different family of algorithms.

      I suppose the argument isn't even really about raytracing vs. not. It's about whether it's worthwhile to brute force the problem (thereby keeping the solution elegant and simple) with sheer CPU power, or to try and fake your way to good visuals via ever more convoluted "fake" solutions.

      Yes, that's a better way of looking at it.

      --

      DNA just wants to be free...
    9. Re:What do the people that make the software say? by jcnnghm · · Score: 1

      Take a look at http://graphics.pixar.com/, they sure are producing a lot of papers about ray tracing if that isn't a technique they are using.

      Abstract from Ray Tracing for the Movie 'Cars' (pdf warning)

      This paper describes how we extended Pixar's RenderMan renderer with ray tracing abilities. In order to ray trace highly complex scenes we use multiresolution geometry and texture caches, and use ray differentials to determine the appropriate resolution. With this method we are able to efficiently ray trace scenes with much more geometry and texture data than there is main memory. Moviequality rendering of scenes of such complexity had only previously been possible with pure scanline rendering algorithms. Adding ray tracing to the renderer enables many additional effects such as accurate reflections, detailed shadows, and ambient occlusion.

      The ray tracing functionality has been used in many recent movies, including Pixar's latest movie 'Cars'. This paper also describes some of the practical ray tracing issues from the production of 'Cars'.

      --
      You don't make the poor richer by making the rich poorer. - Winston Churchill
    10. Re:What do the people that make the software say? by SolemnLord · · Score: 1

      While I'm not going to go through them all to find out which one's the right one, John Carmack, at last year's Quakecon said something along the lines of traditional 3d graphics not being remotely close to dead. So I imagine that most developers are thinking along those lines. The current model is comfortable, well-supported, and there are likely still plenty of tricks to be found. Whether the last part is a good thing (since another post mentioned engine complexity) will have to be seen.

      I'm curious as to where the ray-traced proof-of-concept games are. The only one I recall seeing was the Ray-traced Quake 3, and that hasn't exactly made a lot of progress. Of course, I'm neither a developer nor an artist, so I'm not really helping out.

  10. Probably right on this one... by Bones3D_mac · · Score: 4, Insightful

    For the most part, I really don't see ray-tracing adding much to the world of gaming that isn't being handled well enough by current methods. Unless someone was specifically creating games that somehow directly incorporated either the benefits or the added calculations involved with ray-tracing itself, it would only be a costly, and highly inefficient gimmick of an alternative to current techniques.

    Sure, ray-tracing has its place in a lot of areas, but real-time gaming would be a terrible misuse of processing horsepower... especially when you could be applying it to other areas of gaming that actually affect gameplay itself. For example, how about more robust AIs for in game elements, or high-end physics processing that can combine things like fabric/hair/ fluid/fire physics processing with the ability to decimate objects completely as vector-calculated chunks based on the surrounding environments, rather than all this predetermined destruction we currently see in games. (Example, a surface could be eroded incrimentally by having a fluid running acrossed it until a hole forms in the shape of the fluid path...)

    --


    8==8 Bones 8==8
    1. Re:Probably right on this one... by ZenDragon · · Score: 1, Interesting

      You mention "predetermined destruction" which I agree is rather annoying limitation in almost all modern games. Personally at this point in time I would rather see a more interactive environment, than incredible graphics. What good is a beautifully rendered environment if you cant blow holes in it? I want to see realistic bullet holes, with the light shining through the wall or arms fall off when I mutilate some guy with a chain saw. I want to see water splash when I walk through it, or grass and leaves swaying naturally in the wind. And why cant I shoot the vase off the table for target practice? The damn thing seems to be bullet proof!

      I think they need to be working more on the physics of the environment than making it all look pretty. Hardware like the PhysX card are a step in the right direction and I would like to see that trend continue.

    2. Re:Probably right on this one... by SirTalon42 · · Score: 1

      I think they need to be working more on the physics of the environment than making it all look pretty. Hardware like the PhysX card are a step in the right direction and I would like to see that trend continue. FYI, nVidia bought the company that makes the PhysX cards and said they plan to add Physics supports via a driver update to all 8xxx series cards (so you can use your GeForce 8xxx as a PhysX card as well as a video card). It'll probably be several generations of game engines before any REALLY take advantage of technology like that, though.
    3. Re:Probably right on this one... by phoenix321 · · Score: 1

      Not only that, but it would create an atmosphere within the game that is lightyears beyond the current standards. Everyone improves graphic quality and almost nobody cares about the gameplay mechanics.

      But the suspension of disbelief is what makes us enjoy most forms of screen entertainment - when it is strained too much, the game or movie is collapsing to a moving set of pixels and its "magic" suffers.

      This is so ridiculous in so many games. I mean, you have that ultra modern main battle tank rolling along at full speed over open flat terrain - and ONE lousy palm tree is all it takes to stop it cold. Or you have that evil sniper hidden in the church tower who planted mines all over the entrance. You may have the whole army at your disposal, but no, that church tower won't go down under any circumstances. Take off and nuke the site from orbit? No way to be sure, because your opponent can simply hide behind a wooden fence and not get hurt by whatever force you're throwing at him.

      I'm not advocating ultra-realistic gameplay, but I do like to have more real environments and less a static rodent's lab course to run through. And it's just a shabby game when small wooden boxes shield from nuclear blasts and tiny palm trees stop tanks on full speed. But no, they create another WW2 shooter with improved graphics. Maybe I've just gotten grumpy from all those kids trampling on my lawn...

    4. Re:Probably right on this one... by The+-e**(i*pi) · · Score: 1

      Or they can have different modes like they already do where the people willing to drop $1k each for 4 graphics cards can have the 100x AA and the 100x anisotropic filtering on top of their $2k cpu, and $1-2k cooling, and physics card. And for those that can't they can choose to have great physics, high fps, and/or good looking graphics.

      Or if it just can't be done in real time with current hardware, have a demo creation mode to make a WUXGA or even WQXGA demo rendered of your winning CAL or CPL round using ray tracing for when you show your friend.

    5. Re:Probably right on this one... by Big_Breaker · · Score: 1

      Nethack has a lot of interesting game play involving alteration/destruction of the environment. Obviously the "rendering" engine makes this much easier, but the logic has become very complex.

      You can freeze lava into earth and water into ice and then dig into the same to create a hole. You can walk across a river by freezing it and melt it back to water with fire to prevent a mob from following. You can dig through walls, insert doors in open cavities, dig through the floor, and chop down trees. A common phrase among nethack players is TDTOE "The devs think of everything".

      This extra detail leads to a lot of creative game play. Obviously in a realistic 3-D simulation that takes a lot more coding, but there is a pay-off, certainly in replay value as you try different ways of solving problems.

      Explicitly handling dynamically changing environment requires the same functionality needed for computer generated random environments. Creative gameplay plus new random environments with each game? That's really big payoff and that's why people still play Nethack despite the absurdly primitive graphics.

  11. Not an either-or dilemma by yaugin · · Score: 0

    Why does there have to be One True Rendering System? As long as a company as big as Intel is backing raytracing, chances are good that it will eventually turn up in de facto APIs like OpenGL and Direct3D. And then if it picks up developer support, it will become a necessary bullet point feature to sell new graphics cards (or not, if Intel's plan for pushing this with multicore CPUs works). Game developers will have the choice of using one type of rendering system or the other, or some mixture of both, as necessitated by their game design. I see a duality happening, and it is win-win for everyone except NVIDIA, who has a vested interest in the status quo, is just afraid of losing their market share to CPU cores. And unlike with AGEIA, they won't have the funds to buy up Intel anytime soon. In fact, this avenue may be one of the few chances for AMD to redeem the ATI merger. "Check out our parallel raytracing/rastering chip!"

  12. Hardly anything new by K.+S.+Kyosuke · · Score: 4, Interesting

    For years, the movie studios were using Pixar PRMan, which is in many ways a high-quality software equivalent of a modern graphics card. It takes a huge and complex scene, divides it into screen-space buckets of equal size, sorts the geometrical primitives in some way, and then (pay attention now!) tesselates and dices the primitives into micropolygons about one pixel each in size (OpenGL fragments, anyone?), shades and deforms them them using simple (or not-so-simple) algorithms written in the RenderMan shading language (hey, vertex and pixel shaders!) and then, it rasterizes them using stochastic algorithms that allow for high quality motion blur, depth-of-field and antialiasing.

    Now the latest part is slightly easier for a raytracer, which can cast a ray from any place in the scene - of course, it needs this functionality anyway. But a raytracer also needs random access to the scene which means that you need to keep the whole scene in memory at all times, along with spatial indexing structures. The REYES algorithms of PRMan needs no such thing (it easily handles 2 GB of scene data on a 512 MB machine along with gigs of textures), and it allows for coherent memory access patterns and coherent computation in general (there is of course some research into coherency in raytracing, but IIRC, the results were never that good). This is a big win for graphics cards, as the bandwidth of graphics card RAM has never been spectacular - it's basically the same case as with general-purpose CPU of your computer and its main memory. But with 128 or so execution units of modern graphics card, the problem is even more apparent.

    Unless the Intel engineeers stumbled upon some spectacular breakthrough, I fail to see how raytracing is supposed to have any advantage in a modern graphics card. And if I had to choose between vivid forest imagery with millions of leaves flapping in the wind and reflective balls on a checkered floor, I know what I would choose.

    --
    Ezekiel 23:20
    1. Re:Hardly anything new by Aidtopia · · Score: 1

      All true. But, of course, Pixar has converted RenderMan to a full ray tracer because it's now feasible and because they wanted that extra bit of realism that ray tracing elegantly delivers (see Cars and Ratatouille).

      Depending on design decisions, ray tracers can represent complex scenes with far less memory than most rasterizers. Rasterizers generally rely on increasing numbers of triangles (or perhaps other polygons) for complexity. Ray tracers can use all sorts of parametric surfaces that require much less storage. And vast amounts of memory are more affordable, so the size of the geometry is becoming less of an issue.

      Besides, when games based on rasterizers try to emulate features that ray tracer gives natively (reflections, shadows, global illumination, etc.), they generally require random access to the model similar that required by ray tracers.

    2. Re:Hardly anything new by IdeaMan · · Score: 1

      Woahhh. If you can ray-trace a scene that is larger than physical ram that would mean that in a massively parallel graphics card you don't need to have the whole scene loaded into each GPUs memory.
      That's ... HUGE.
      Are they doing on the fly level of detail to minimize the amount of data needed for each section of the image?
      If so, then partitioning of images among the processors would no longer be scanline based but probably rectangular sections.
      If I have this right you could have a 1 meg gaming type model rendered on an array of GPUs each with 256k of local memory (Assuming factor of four as you posted).

      Why do you say it's exaggerated with more execution units? Wouldn't each GPU execution unit have its own memory block? If 1/2 the data is a common to all the GPUs, the amount of data needed to be transferred wouldn't be that bad.

      --
      They ARE out to get you simply because They are in it for themselves and they don't care about you.
    3. Re:Hardly anything new by Jackie_Chan_Fan · · Score: 1

      Well said, but even today's versions of Prman raytrace. Prman has always had an external raytrace call if i'm not mistaken. Infact a lot of folks would use it to render their RIBs in Larry Gitz's old Blue Moon Render Tools. (Btw) Larry now works at Nvidia i beleive.

      But anyways, today's renderman is a lot more robost in the raytrace department. Renderman is no longer the same old renderman it once was which relied heavily on the old Reyes work. Larry Gitz and others worked on redesigning renderman while at pixar and it has become for the most part a very solid raytracing renderer.

      I've been doing 3d character animation for sometime, and started 3d with 3ds r3 and povray in dos years ago... You're correct. Raytracing requires the entire scene to be in memory at all times, and modern raytracers, such as mentalray do use the bucket style rendering to optimize memory use due to the fact that raytracing does take so much ram and cpu.

      I mentioned this when the intel story hit slashdot. The ram and cpu demands are still greater when you raytrace. Yes there are processes that benefit greatly from raytracing and they are incredible...

      But when we're talking about speed... Raytracing will always be slower and demand more ram and i dont think we're at the point of saying... "well we've done everything we could with current rendering techniques, and we have all of this left over power... why not raytrace?" We're just not there yet.

      As another poster said, lets devote that processing power and ram to dynamically decimate geometry in a destructive shattering effect. Aka real time damage. Lets first get these console makers to stuff more ram in the dam consoles. 512 is not enough.

      As the other poster said, there is so much more that needs processing power devoted to it, before we jump to raytracing. Cloth, Fur, Fluids, Softbody, Volumetric Fluids (gas, fire, smoke), higher shadow map resolutions, better ai, better and more complex character rigging for better geometry deformations. Cloth ripping dynamically, realtime terrain deformation effects for mud, sand, snow...

      Right now developers are having a hardtime on consoles doing anything about 720p. Some are even lowering res to just below 720p, and are scaling it in output to tv to 720p.

      We're not at the point where we can truely jump to raytracing. Thats not to say a game couldnt benefit from it, or that a game right now couldnt be cool using raytracing :) It could certainly give a puzzle type game a really cool visual look to it.... but you cant ask for games with Crysis like visuals to deliver the same performance on today hardware with raytracing. They barely run on todays hardware as is.

      I think like renderman, we'll see 3d hardware evolve into a combination of raster and raytracing where a game could be either, and perhaps both... but it still all boils down to... what else could we be doing better with todays processing power?

      I would rather see more ram and cpu go to other tasks because we're not at the point where switching to raytracing makes sense. There is so much more to be done.

    4. Re:Hardly anything new by Squalish · · Score: 1

      But are all those parametrics good for forests of individual leaves effortlessly swaying in time to the wind?

      --
      People in Soviet Russia, however, appear to be afflicted with amusing juxtapositions of the aforementioned situation
  13. Radiosity , not raytracing by Animats · · Score: 1

    Radiosity does more for indoor scene quality than does raytracing. Radiosity gives you the visual cue of a dark band at an inside corner, which is subtle and a basic part of the human visual mechanism for resolving depth. Raytracing makes shiny things look cool.

    Oh, right, this is for gamers.

    1. Re:Radiosity , not raytracing by djhindsight · · Score: 1

      I think he was confusing ambient occlusion with radiosity.

  14. If any alien race ever recieves that by Daimanta · · Score: 1

    They will cut back our "first contact" date for at least 500 years.

    --
    Knowledge is power. Knowledge shared is power lost.
  15. I don't get these comparisons by nuzak · · Score: 0, Redundant

    I'm not too up on 3D graphics, but what's with these comparisons of ray-tracing vs polygons, or ray-tracing vs rasterizing? Isn't ray tracing just a lighting model?

    --
    Done with slashdot, done with nerds, getting a life.
    1. Re:I don't get these comparisons by The+End+Of+Days · · Score: 1

      If you want to be that abstract about things, vision is just a lighting model.

    2. Re:I don't get these comparisons by nuzak · · Score: 1, Offtopic

      This was not redundant when I posted it. You just burned a mod point for nothing, because I'm about to show you redundant.

      --
      Done with slashdot, done with nerds, getting a life.
    3. Re:I don't get these comparisons by grumbel · · Score: 1

      The key point in raytracing vs rasterization is that in classic raytracing you shoot one ray per pixel and then look where it hits an object, while rasterization renders all the triangles in a scene to the screen, no matter if visible or not. This means that you have to process a lot of triangles in rasterization and get a lot of overdraw, so it gets slow with complex scenes, while in raytracing you have just one ray per pixel, no matter how complex the scene, i.e. rasterization scales with O(N) while raytracing is O(log(N)). For small scenes this means that rasterization is faster, while for large scenes it means raytracing is faster, in terms of actual graphics both algorithms so far are exactly the same. The way raytracing works allows you to do some effects that are much harder then rasterization (reflection, shadows, etc.), but that isn't really the main point to do it for realtime, since they all can be approximated "good enough" with normal rasterization.

      All that said this is of course a drastic simplification, calculating the tree needed for fast ray/object intersection test takes plenty of time and can't be ignored for dynamic scenes, while rasterization does lots of tricks to render only a small subset of all polygons in a scene. And many current day graphic effects don't really work in either rasterization or raytracing domains, but in the shaders or as post-processing effects on the framebuffer, so you can't really make a clear cut 'rasterization' vs 'raytracing' differentiation when it comes to produce the complete image that you get to see in the end, since it involves a lot of extra tricks which might even come from both domains or none of them.

  16. uhm what? by JeanBaptiste · · Score: 1

    what does antialiasing have to do with anything? you can anti-alias just fine with raytracing.

  17. graphics company?! by rice_burners_suck · · Score: 0, Redundant

    I doubt NVIDIA really thought this through. How could a leading graphics company say such a thing about ray tracing? Ray tracing provides THE best quality images.

    1. Re:graphics company?! by Charcharodon · · Score: 1

      RTFA, they mostly agreed that ray tracing produces some very nice graphics, they just are fast enough for games and currently not better enough to justify the extra price for the hardware over what is already available.

    2. Re:graphics company?! by graphicsguy · · Score: 1

      Ray tracing provides THE best quality images.

      Tell that to Pixar.

    3. Re:graphics company?! by cheesybagel · · Score: 1
      Actually Pixar uses raytracing as well...

      Digital effects supervisors throughout the industry choose RenderMan because it delivers the most comprehensive set of rendering features available:
      • Advanced ray tracing architecture
      • Global illumination, and photon mapping
    4. Re:graphics company?! by graphicsguy · · Score: 1

      My understanding is that the Reyes rendering engine is based primarily on polygon subdivison to sub-pixels. There may be some support for ray tracing, etc., but I don't think it is primarily a ray tracer.

    5. Re:graphics company?! by smellotron · · Score: 1

      Second the previous sibling. Artists generate models out of subdivision surfaces (a curved "limit surface" in space that is approximated by subdividing into many small triangles). The triangles are subdivided small enough to fit into a single pixel, making scanline rendering trivial. So the bulk of the work being done is still essentially rasterizing, with the actual triangles being generated on-the-fly to match the level of detail required.

      Raytracing itself is done only where needed... in general, that would be for reflective and refractive surfaces; either mirror/glass or some sort of glossy/blurry material. Photon mapping (which is similar but not identical to reverse raytracing) handles diffuse interreflection and caustics. All of those effects add quite a bit to the overall effect of an image, but they are only used when the rasterizing engine is insufficient.

      In short, it's the 80/20 rule all over again. 80% of the rendering is cheap rasterization, the last 20% is expensive ray casting (ray tracing + photon mapping).

  18. How would it obsolete their products? by Sycraft-fu · · Score: 1

    Just because their products now are focused on rasterization (their current GPUs can do raytracing as well) doesn't mean their next generation ones have to be. I'm sure they'd be happy to produce raytracing hardware, if there was a demand for it and if they could make it fast.

    That is the problem, as the article noted. You get research oriented things that are very pie in the sky about rendering techniques. They concentrate on what is theoretically possible and so on. nVidia isn't in that position, they are concerned with what is actually faster when implemented in hardware. I'm quite sure nVidia would shift over to making raytracing cards, if it was better to do so. In this case better means "Produces a better looking image in realtime."

    I'm all for research in to other ways than what we do now, however that doesn't mean that just because something looks good on paper that it works in reality well. The question isn't what technique has what big O, the question is when implemented on real silicon with today's technology, what gives the better image?

    1. Re:How would it obsolete their products? by ivan256 · · Score: 1

      Just because their products now are focused on rasterization... Ray tracing is a form of rasterization... In other words, it translates a description of a scene into an array of pixels.
  19. Real time Ray Tracing on PS3 by Verunks · · Score: 1

    IBM did realtime raytracing using three ps3 with linux

    1. Re:Real time Ray Tracing on PS3 by Jesus_666 · · Score: 1

      Unfortunately, though, that means a raytracing video game console needs to be three times s powerful as the PS3 in order to render relatively simple scenes. For full-scale gaming... Ten times? Fifteen? Seems unlikely to happen soon unless the console has specialized realtime raytracing hardware that works more efficiently than the PS3 SPU cluster.

      --
      USE HOT GRITS WITH STATUE OF NATALIE PORTMAN (NAKED AND PETRIFIED)
  20. RE: Relief mapping by dsarchs · · Score: 1

    "A good way to mix both techniques is Relief Texture Mapping [ufrgs.br]. It's a good way to get smooth surfaces thanks to the texture interpolation hardware, with no extra polygons." The problem with a technique like this [similar for bump and normal mapping] is that it doesn't affect the actual geometry. That means that the edges of meshes, and the mesh generally when viewed from very oblique angles, will appear flat. Displacement, on the other hand, is a good solution to this as it actually affects the geometry involved.

  21. A matter of speed by CopaceticOpus · · Score: 3, Insightful

    "C is much too slow, to get good performance you must use assembly."

    "Scripted languages are much too slow, to get good performance you must use compiled languages."

    As computers get faster, there is always a move from technologies that are easier for the computer to technologies that are easier for the developer. Since ray tracing involves less hacks and is a more direct model of the effects developers want to create, it seems inevitable.

    1. Re:A matter of speed by the_raptor · · Score: 1

      But if you haven't noticed computers aren't getting faster like they used to. They are getting the ability to do more in parallel. The question is if ray tracing scales to parallel processing as well as current methods do.

      --

      ========
      CINC, 4th Penguin Legion
    2. Re:A matter of speed by batkiwi · · Score: 3, Informative

      Current methods do not scale parallel. SLI does not give you 2x the resolution at the same framerate, or double the framerate at the same resolution. Same for any sort of quad SLI solution (two dual chip gfx cards, etc).

      Ray tracing scales almost perfectly. The same processor with 4 cores will perform about 3.9x as well (pushed pixles per second, so either higher FPS or higher resolution, or a mix) as one with 1 core. This is why intel is pushing this.

    3. Re:A matter of speed by Twinbee · · Score: 1

      You say "almost perfectly". Is there some non-linear aspect to ray-tracing? How would a hypothetical 1,000,000,000 core cope over a half-billion core?

      --
      Why OpalCalc is the best Windows calc
    4. Re:A matter of speed by swokm · · Score: 1

      Well, *I* though that was funny...

    5. Re:A matter of speed by andi75 · · Score: 1

      Many of today's graphics heavy applications (e.g. games or medical visualization) are already bandwidth limited. It takes longer to move the data around then to do the actual computation (e.g. shading) on the data.

      Hence adding more processing power (multiple cores etc.) will not give you a linear benefit, since at some point your bandwidth (memory/bus/network) is all eaten up and your processors sit idle waiting for more data.

    6. Re:A matter of speed by Twinbee · · Score: 1

      Yes, but assume infinite bandwidth.

      I guess what I'm asking is; are all pixels calculated completely independently?

      --
      Why OpalCalc is the best Windows calc
    7. Re:A matter of speed by andi75 · · Score: 1

      Not always. Some anti-aliasing algorithms require you to consider neighboring pixels, others do not.

  22. Blacksmith Doubts Car is the Future of Transport by Haeleth · · Score: 1

    Which isn't to say I'm a raytracing fanboy. The blacksmith might well be right, if the car in question is powered by steam. But the blacksmith's opinion still isn't exactly news...

  23. The Future of Gaming by Khyber · · Score: 1

    Considering how I've seen people going back to '50s style music, clothing, etc., it'd make sense if they suddenly just went back to text-gaming. Retro's the way to go! Stranded on an alien planet without a six pack of beer, baby!

    I'll call it the mind-generated graphics system, or MGGS for short.

    Patented and Copyrighted and Trademarked!

    --
    Still waiting on Serviscope_minor to wake up to fucking reality and realize that Jessica Price isn't going to fuck him.
  24. Strange by scubamage · · Score: 1

    Intel's original studies stated that currently raytracing requires too much of a performance hit to be viable. They're expecting it when 8-16 core processors becoming available at a commodity level, and thats at least 2-3 years from now. As for anti-aliasing, I thought that raytracing removed the need for it entirely because of how graphics are drawn?

    1. Re:Strange by DragonWriter · · Score: 1

      As for anti-aliasing, I thought that raytracing removed the need for it entirely because of how graphics are drawn?


      No, anti-aliasing is fairly commonly used with raytracing to remove artifacts that would otherwise crop up.
    2. Re:Strange by cheesybagel · · Score: 1

      Anti-aliasing can be done basically the same way in either technique. You supersample the scene at a higher resolution and the use a filter (e.g. bilinear or bicubic) to shrink it down to the desired pixel resolution.

    3. Re:Strange by IdeaMan · · Score: 1

      Holler instead of whispering.
      How do you tell a hundred people all the same thing? Call a meeting and announce it with a loudspeaker, play it over the radio, broadcast it on TV.

      The point is, memory bandwidth is NOT the problem if you're trying to transport the same data to multiple places at the same time. You broadcast it on a bus to multiple memory stores. One other cool thing in a memory architecture like that is that it could act like Content Addressable Memory. Database people would then start buying video cards to get quicker response time hehe.

      Raster processors are gonna get mowed down like a cardboard box under a Mack truck.

      --
      They ARE out to get you simply because They are in it for themselves and they don't care about you.
    4. Re:Strange by swokm · · Score: 1

      2-3 years? I just messed with a 3.2Ghz 8-core Mac Pro recently. And Nehelem is due by the end of _this_ year at 4 cores per cpu with 8 cores following rapidly. That's not counting hyper-threading, of course. If I'm not paying Nvidia $700 for a graphics card, that workstation is right in line with the top gaming rigs. The future is closer than you think...

  25. Voxels by Chaduke · · Score: 1

    I'd love to see Nvidia or ATI work on hardware that accelerates a pure voxel engine. I personally think there's too much emphasis on reaching a goal of photo-realism. Current polygon-based rendering tends to dictate a lot in terms of gameplay, often without game designers even noticing it because they don't know what's possible with something like a voxel engine.

    1. Re:Voxels by Hatta · · Score: 1

      Current polygon-based rendering tends to dictate a lot in terms of gameplay, often without game designers even noticing it because they don't know what's possible with something like a voxel engine.

      Such as?

      --
      Give me Classic Slashdot or give me death!
    2. Re:Voxels by Chaduke · · Score: 1

      The most obvious is a easily destructable / manipulatable environment. In terms of a game you'd see things like walls you could break though, ground you could dig into or blow holes in at will, and not just in specific places that were setup beforehand. Polygon based engines do this sort of stuff sometimes but its not easy to implement because meshes are basically static. You design them in a modeling program and if you're going to make them break apart you have to create seperate models for the pieces. When the time comes you pull the original model out and add the pieces in, or sometimes the original model is built in seperate pieces from the start. With a voxel engine things can be dynamically broken apart, holes can be opened in a solid mass, or mass can be added in, and it can all be done in real-time by the engine without having a modeler design the stuff beforehand. I think if a nice hardware accelerated sandbox could be created then designers could come up with some very interesting, fun ideas for games that are very different than what you normally see.

    3. Re:Voxels by IdeaMan · · Score: 1

      How do you do stuff like model the differences in materials?
      Steel, plastic and rubber will bend then break.
      Wood and fiberglass will leave long fibers sticking out.
      Each of the above will have a different end texture.

      I mean if you crash one car into another both cars don't dissolve into colored grains of sand.

      Other than that, I have been quite frustrated at how little the average gamer can impact his environment, and if voxels can help that sounds really cool.

      --
      They ARE out to get you simply because They are in it for themselves and they don't care about you.
    4. Re:Voxels by Chaduke · · Score: 1

      I've been thinking about this stuff myself, about how I would go about creating my own voxel engine. I would imagine that for each particle that makes up the world, you could store x,y and z location, color, as well as other attributes, as much as memory and processor speed would allow. In terms of different materials, one way would be to store additional information about the particles, like mass and how strongly bound it is to its neighbors (which could fluctuate based on collision points). We're talking serious math and physics here, tons of calculations and tons of information to store, but today's video cards perform a staggering amount of calculations and move information at amazing speeds. With time, programmers figure out shortcuts to use in different situations where it doesn't matter if everything is calculated (like culling for instance). I'd love to see a manufacturer embrace this much in the way Ageia has created a physics chip, but I think more programmers need to develop voxel engines first, come up with standard implementation routines, and of course create a market for it. There's been a handful of games to embrace it to a certain degree in the past. Most recently Crytek used voxel tech to create the terrain in Crysis. If you want to see a fairly interesting demo of a pure voxel engine check out Ken Silverman's Voxlap.

  26. ha! After acquiring mental images (mental ray)? by Anonymous Coward · · Score: 0

    and they say this after 'acquiring' mental images (mental ray - used in a plethora of 3d applications as a high quality raytracing renderer), and even having their own Gelato GPU-driven raytrace rendering platform.

    I highly doubt that they think that the future of gaming isn't in raytracing; they may believe (rightly so) that it isn't the -sole- future of gaming. Several rendering methods, from dumping polygons straight onto the screen to scanline rendering to reyes rendering tend to be more efficient at different tasks. Raytracers excel at a bunch of other tasks, and I think you'd have to be stupid to think that NVIDIA isn't going to do any raytracing on their GPUs for games in the future. Hell, some pixel shaders used in games arguably already do a simple form of raytracing.

    As for the anti-aliasing... can we say "FSAA"? Full Screen Anti-Aliasing is rendering the whole screen into a larger buffer and then resampling that down to screen resolution. Guess how a pure raytracer does anti-aliasing?
    ( if you can't guess: it dices each pixel up into subpixels and renders those, then samples those together for the full pixel. Net effect is much the same except you can control the level of sampling, you can jitter your samples around, etc. )
    A smarter raytracer pre-calculates where things like object edges will be in screen space (easy for orthographic and perspective views, a bit harder for custom lenses.. e.g. fisheyes) so that the raytracer knows in advance that it'll want to sample in those pixels more.

    Just my 2cts (worthless by posting anonymously)

  27. Cossacks by pizpot · · Score: 1

    Dear nvidia,

    Please hurry up and fix your drivers so the Cossacks series and Rome work again. Thanks, that is what I paid you for.

  28. Re:Kirk contradicts Pixar by flewp · · Score: 1

    Pixar's movies aren't rendered in real time.

    --
    WWJD.... for a Klondike bar?
  29. what's rendered obsolete here? by nuzak · · Score: 1

    I'm not too up on 3D graphics, but what's with these comparisons of ray-tracing vs polygons, or ray-tracing vs rasterizing? Isn't ray tracing just a lighting model?

    Ok, that's to torque the mod that decided I was being redundant. Now to expand on it: though I can see where ray tracing might be able to describe a perfectly curved surface or how it could replace some amount of texture mapping by modeling the reflections off it, it's not like the model can exactly describe geometry itself or the starting color of the object. As for rasterization, it's got to go to the monitor sometime, so I'm not sure what the comparison there is either. So other than radiosity lighting, what's being made obsolete here?

    --
    Done with slashdot, done with nerds, getting a life.
  30. Ray tracing in impossible by V!NCENT · · Score: 1

    Unless you can turn everything into polygons on the tiniest scale and make rays bounce thousands of times. Even then you can't have things like bloom. Maybe it is possible of you have fullscreen shaders on top of a raytraced frame and render a frame for each time a ray bounces, but that requires extreme computing power not even possible within about 15-20 years. 2xFSAA could be possible of you render each frame at least four times, but that would take even more computing power, not to mention putting these four frames together in one frame...

    I don't see this coming, if ever, any time in the near-, or maybe far, future...

    --
    Here be signatures
    1. Re:Ray tracing in impossible by grumbel · · Score: 1

      Very true. Quite a few of 'state of the arts' effects these days come from post-processing done on the color- and depthbuffer, not from anything that is either 'normal' rasterization or raytracing. And even ignoring that, advanced shaders aren't really all that clear cut either, relief mapping is basically raytracing done in the shape of a rasterized polygon. So saying that either rasterization or raytracing will win is quite misleadings, since the future will be a mix of whatever solves the problem at hand. And when it comes to true photorealism you need global illumination algorithms anyway and neither classic rasterization or simple raytracing can do it.

  31. Crisco??!?!!!! by spineboy · · Score: 1

    A few friends, my brother and I had a Crisco fight one summer.

    Yeah- that's right - mother-f**king Crisco - everyone had like 2 pound cans of the stuff, and wore old clothes.

      Pretty damn fun throwing a big greaseball and hitting someone upside the head with it, 'cause it sticks. Then the walk home from the local baseball field with big things of grease stuck to us.

    Being a bored kid can be really fricken cool sometimes.

    --
    ..........FULL STOP.
  32. Re:Obey your thirst... (OT) by pavon · · Score: 1

    But then I am kind of a fuddy-duddy. Thats the word I was thinking of! I really didn't mean fuddle-duddle boss, I swear. God my brain hates me.
  33. Re:Kirk contradicts Pixar by smellotron · · Score: 1

    Pixar's movies aren't rendered in real time.

    A likely story! Next you'll claim that the Smurfs weren't animated in real time, either.

  34. It really doesn't matter what nVidia says..... by rahvin112 · · Score: 1

    nVidia is telling you what you need to hear to conclude that they aren't threatened with extinction.

    The fact is that in probably in a little more than two years there is going to be NO need for discrete graphics anymore. In roughly two years time Intel is going to be pushing 16 cores on a die, probably following the announced AMD strategy of mixing in some cores that are highly optimized and streamlined for operations that just happen to be very similar to what graphics technology needs (AMD calls them XPU cores). And if they can deliver ray-tracing in real time then it's more than likely going to be ray-tracing because it's an order of magnitude more precise than other techniques. The simple fact is once we move to 16+ cores there isn't going to be a need for discrete graphics anymore. Move the basic 2D stuff into the motherboard and run the graphics on the discrete cores. Hell that's the whole principle behind the PS3, 8 (7 usable) identical, programmable, highly optimized SIMD floating point cores and a power processor to run the OS. Just take the model and stick 8 of the cell like cores on the die with 8 x86 cores and you have highly programmable graphics without the need for discrete graphics.

    nVidia is going to be in big trouble in about 2 years. If you're an investor watch the AMD and Intel roadmaps and when the multi-core processors come out with the cell like processors and x86 processors on the same die it's game over for nVidia and time to sell the stock if they don't have another plan to stay viable. Not to mention Linux will be MUCH better off as we'll have direct access to those cores and will be able to do some amazing things.

  35. Multichip solutions are niche by Pinky's+Brain · · Score: 1

    "Rasterization" scales perfectly well inside the chip, to scale it in the same way in a multichip setup takes more bandwidth than they are willing to allocate pins for at the moment (so they use AFR ... not SLI BTW). I don't care though, single chip solutions are in the right price range for me and multichip solutions are not.

    In my price range raytracing scales from unusably slow to still unusably slow. Even if there were dedicated hardware for it that would still be true, raytracing just has so many nasty aspects which make it slow for the kind of rendering we can do in realtime at the moment in consumer space ... the way it hits memory, the need for fine grained hierarchies etc ... it's just nasty. Even after swallowing overdraw and the need for hugely oversampled shadow maps "rasterization" is still the better algorithm.

  36. Calculate everything for real? by Pinky's+Brain · · Score: 1

    You mean simulate the forward emanation of quantum wave functions from light sources to the camera? (Closest to real we can get with present physics knowledge.)

  37. What about animating that ray? by cavebison · · Score: 1

    So much horsepower is going into the _look_ of a game, but so little into animation techniques to make it _feel_ real not just look real. Character animation sucks on all games as far as I've seen. We still have pre-programmed movements that jerk from one animation phase to another, the whole process is very rigid, unintelligent and desperate for an overhaul of technology.

    I'd like to see inverse-kinematics used in character animations. Example: As you walk in real life, you decide where your feet need to be, not where your thighs, hips or knees need to be. They follow automatically, as does your torso. Your arms tend to swing for balance. Your torso leans and sways to maintain a general centre of gravity across your limbs. When you are pushed, again your feet decide where they need to be to adjust your centre of gravity, stop a fall, etc.

    With all the CPU power at our disposal, I don't see anyone trying out stuff like this. It would really make 3D games feel more realistic and dynamic, removing scripted movements. It's just an extension of the physics engine and ragdoll, but of course needs a lot of rules placed on it to make it not look silly while playing.

    Then there's the dismal state of AI, and of course storytelling and engaging a players' imagination. "Gaming" is about imagination, otherwise it's just entertainment; interactive TV.

    UT3 is a perfect example of how stagnated that genre is. UT3 is like Vista to UT2004's XP. We came from a place of innovation way back in the Zork days, when people were thinking up *new ways to tell a story*. Now it's all about hype and visuals but little real innovation.

  38. Earlier interview: David Kirk & Philipp Slusal by argent · · Score: 2, Informative

    There used to be an interesting debate between Professer Philipp Slusallek of the University of Saarbruecken and chief scientist David Kirk of nVidia at GameStar.de. The original article has been taken down, but I found a slightly mangled version on the Wayback machine and I've cleaned it up a bit and put it up on my not-a-blog: link.

    I'd appreciate a better translation of the German part of the text.

  39. nVidia seems to be hedging their bets by argent · · Score: 2, Interesting

    Following up on my previous post about the debate between David Kirk and Philipp Slusallek in 2006 (link ... apologies to Dr. Slusallek, Slashdot truncated his name).

    According to Dr. Slusallek's LinkedIn profile he's currently a "Visiting Professor at NVIDIA".

    The performance of Dr. Slusallek's real-time raytracing engine at only 90 MHz was quite impressive: "In contrast we have recently implemented a prototype of a custom ray tracing based graphics card using a single Xilinx FPGA chip. The first results show that this really simple hardware running at 90 MHz and containing only a small fraction of the floating point units of a rasterization chip already performs like a 8-12 GHz Pentium 4. In addition, it uses only a tiny fraction of the external memory bandwidth of a rasterization chip (often as low as 100-200 MB/s) and therefore can be scaled simply by using many parallel ray tracing pipelines both on-chip and/or via multiple chips.".

    It seems there may be room for more than one opinion about the future of raytracing and gaming at nVidia.

  40. "Ambient Occlusion"? by argent · · Score: 1

    "A related effect is called ambient occlusion. An example of ambient occlusion is in the corner of a room, where the points on the surface of the wall near the corner can't "see" very much of the room, so those points are not as well-lit as points in the center of the wall."

    I'm not sure what optical effect he's referring to. Ambient light is an approximation for second and higher order reflections, and depending on the brightness of the adjacent surfaces corners of a room may or may not seem darker than the surrounding wall. With interior lighting, the fact that they are simply further away from the light source is going to have a bigger impact (if you're in a room that's not lit by ceiling panels you can look at the ceiling of the room you're in too see what I mean). In addition, in the room I'm in, an even bigger factor is the wall texture - it's slightly glossy and the diffuse reflection of the overhead light is far more apparent than the slightly darker secondary reflections in the corner.

  41. Anti-aliasing by argent · · Score: 1

    Raytracing avoids aliasing effects within an object, but without oversampling (say, shooting multiple rays near the corners of pixels that are near the edge of an object) you get just as much aliasing at edges. The folks at SaarCOR have demoed some interesting edge detection algorithms that allow them to only do supersampling where it's needed.

  42. Re:Oh really? by Ewlkaz · · Score: 1

    Hi, I'm a PhD student working on Real Time Ray Tracing. I actually reregistered to post this (I have a really old account I can't login to anymore tied to an old email address) Anti aliasing in ray tracing is ridiculously simple. Yes, ray-tracing is a point-sampling algorithm and is therefore susceptible to jaggies, but you do NOT have to send out multiple rays per pixel. After a frame is rendered with ONE primary ray per pixel, you then do a simple linear scan of the image. By comparing a pixel's values with neighbouring ones you can easily detect areas of the render where sharp transitions occur (jaggies etc). For those pixels and those pixels only, you can then send out one or more rays extra for anti-aliasing purposes. Adaptive supersampling is fast and produces high quality results and it's been around since Whitted's initial work on recursive ray-tracing. Other comments. "You must visit every object to build the data structure". Untrue. The data structures we use can be built on-demand as a ray traverses the scene. Also, O(N) or O(NlogN) rebuilds are not necessary between every frame. Simple O(logN) updates have been shown to work very well with deformable BVHs etc.

  43. Alternatively by patio11 · · Score: 1

    They could just nuke us now and be done with it.