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.
Wow, those screen caps are gorgeous. I hope this finally puts to rest the idea that rasterizing with upteenth number of features added in can compete with the image quality of Raytracing. While rasterizing may have a number of competitive features, it's hard to get the same level of specularity, reflection, shadows, shading, and other features so nicely demonstrated by this demo.
The genius of what NVidia is doing here, I think, is that by using their existing GPU architecture, they create a path by which Raytracing can be phased in as a technology without removing the support and investment in current rendering pipelines. This is a bit different from Intel's goal, which appears to be a cutoff between the old and the new.
Another interesting point is that this demo is currently capped at 3 casts per pixel. Which means that the scenes shown could look even better than they already do. Shadows could be softer, reflections could be more complex, and inventive scenes could be created to make for interesting styles of gameplay. (e.g. Fighting in a hall of mirrors.) If 3 casts/pixel is the baseline, then NVidia is setting up a vast new territory for graphical improvements. Each increase in casts/pixel will increase the realism of the scene. Thus graphical quality becomes a matter of raw horsepower. A market that I'm sure NVidia would gladly be interested in opening up.
Funny how things change, eh? :-P
Actually, I doubt NVidia has changed its position by very much. They're probably making a smart business decision and ensuring that they ride the wave of Intel's hype. If Intel *does* succeed in convincing the market that Raytracing is the future, NVidia will be ready to compete rather than cede the market.
Javascript + Nintendo DSi = DSiCade
Actually, I think that the biggest problem with animated porn isn't texturing-vs-raytracing, but the models and animations. Last time I ran into some adult Poser-fu, it looked all wrong in a massively uncanny-valley way, and not because of the texturing.
And with the animations, well, I'd assume it's actually easier and cheaper to find a gal who'll bounce on a cock for half an hour for a few (thousand) bucks, than a highly skilled artist and animator who'll make that look natural.
Plus, raytracing is IMHO entirely the wrong secret sauce there. Ray tracing works best for sharp, metallic/mirror reflections. Because then you can take each ray and reflect it as one ray. If you want to go diffuse, that's a lot more expensive with ray-tracing. Then you need to split each ray into sub-rays that reflect into slightly different directions from there. Same as anti-aliasing is done by calculating sub-pixels, basically.
I.e., ray tracing looks grrreat and is the cheapest for shiny cars, crystal cups, and the like. Which is why everyone ray-traces cars and the like. It sucks for something like human skin, unless, of course, you want to make those humans look like polished shiny plastic dolls.
So, well, I can't imagine that much need for it in porn at the moment. Unless, of course, you want to make a Transformers sex movie. Or maybe one with liquid- metal Terminators fucking. (Hey, they must have made some female versions too, right?;)
A polar bear is a cartesian bear after a coordinate transform.
I think raytracing is going to be the only way to go in 5-10 years. As poly counts go up, average poly size is going to drop below 1 pixel, and the overhead of tracing rays will match the overhead of rasterizing tiny polys + scene overdraw, etc. Of course, what I fear is that all the games will start feature too much reflection on every surface, because they can.
Speaking of Ray Tracing...
Check out this video showed at SIGGRAPH this week of the University of Virginia Rome model being ray traced in real time by a Cell Blade:
http://www.youtube.com/watch?v=YZnbMWy9A0Y
Nifty!
FUNK!
> But reality is that several best games I have played were ... 2D.
Damn right. And you know what capability I would really like to have on a card? Masked blit. That is the single most time-consuming operation on all 2D games. If you could copy all your tiles to the video card memory and then maskblit them onto the visible page (or blit and flip if it's too slow), that would really make 2D games smooth as silk and leave more CPU power for AI and real gameplay.