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NVIDIA Shows Interactive Ray Tracing On GPUs

MojoKid writes "During SIGGRAPH 2008 in Los Angeles, NVIDIA is demonstrating a fully interactive GPU-based ray tracer. The demo is based purely on NVIDIA GPU technology, and according to NVIDIA the ray tracer shows linear scaling during rendering of a complex, two-million polygon, anti-aliased automotive styling application. The article reproduces screenshots from NVIDIA's demo. At three bounces (rays being traced as they bounce three times through a scene), performance is demonstrated at up to 30fps at HD resolutions of 1920x1080 for an image-based lighting paint shader, ray-traced shadows, reflections and refractions running on four next-generation Quadro GPUs in an NVIDIA Quadro Plex 2100 D4 Visual Computing System." Meanwhile reader arcticstoat passes on Intel's latest claim that rasterisation will die out the next few years, possibly in favour of ray tracing.

9 of 260 comments (clear)

  1. Re:That's a nice canned post ya got there by Anonymous Coward · · Score: 5, Informative

    The kind with a star next to his name, obviously.

  2. don't quit your day job quite yet by Ancient_Hacker · · Score: 5, Informative

    The devil is in the details. Ray tracing with glossy surfaces is relatively easy. But if you want to simulate real-world textures like orange-peel, bark, hair, or skin, things can really slow down.

  3. Re:That's a nice canned post ya got there by Colonel+Korn · · Score: 4, Informative

    Story submitted: 11:00am. Your post submitted: 11:00am. There's just no way in hell you formulated a response and typed out all of that in less than a minute. So just what kind of douchebag are you, anyway?

    Uh, maybe he looked at the story on the firehose.

    --
    "I zero-index my hamsters" - Willtor (147206)
  4. Re:Beautiful by AKAImBatman · · Score: 3, Informative

    Yes, the shadows and reflections may be pixel perfect, but that just doesn't matter that much. You usually can't tell they are anyway.

    Sure you can. A human instinctively knows when something looks "right" or "wrong". And one of the reasons why rasterization is capped is due to lighting problems. Lighting technology has improved significantly in the last decade, but still not sufficiently to compete with raytracing. Raytraced lighting will look more natural to an untrained viewer.

    And "graphical quality becomes a matter of raw horsepower"? This unlike in rasterization then?

    Rasterization is heavy on hardware features to improve the quality and performance of the scene render. e.g. Blending, pixel shaders, z-buffers, etc. Ray tracing is a far simpler operation on the hardware side, though it still behooves the software side to improve the number of objects tested for rendering. (Nothing new there.)

  5. Re:Beautiful by mypalmike · · Score: 4, Informative

    Every bounce casts a new ray, so "3 casts per pixel" is an accurate description.

    --
    There are 0x40000000 types of people: those who understand 32-bit IEEE 754 floating point, and those who don't.
  6. Re:What a waste of resources by Big_Breaker · · Score: 4, Informative

    The gameplay improvement is in deformable physical environments. Combined with mainstream physics engines, raytracing would allow for a sea-change in gameplay by allowing interactive gaming environments.

    Raster methods rely on a bunch of tricks, many of which need to be precalculated for static maps. The most obvious example is binary space partioning tables. This leads to very static feeling environments that disallow interaction beyond doors of various types and moving platforms.

  7. Re:Beautiful by Anonymous Coward · · Score: 5, Informative

    The screenshots look relatively ugly because of the hashed-together-demo quality of the environment textures. But it's not a texture demo, it's a raytraced lighting demo.

    Bare in mind this is ray tracing at a very rough and ready stage, but the potential is enormous. If you want to see the sort of effects it can achieve, check out some professional 3DSMax/VRay renders.

    There's a nice render here for illustrative purposes.

    That's just a single frame with high quality textures, but it surely shows the potential.

  8. Re:Beautiful by jacquesm · · Score: 4, Informative

    It isn't. More casts per pixel means that more rays are cast at slightly different angles through each pixel, and those are then averaged to yield the actual pixel colours.

    Three bounces per ray simply means that a single ray can bounce three times before it's colour values are known.

  9. Re:Beautiful by robthebloke · · Score: 4, Informative

    I say rasterization sticks around 3-5 years.

    I used to hear exactly the same things being said by the ray-tracing evangelists in the FilmFX industry 15 years ago. Rasterization is still the primary techinique used for any film you care to mention, and I'm almost 100% certain it will still be the primary technique 30 years from now.