[sldev] Re: [VWR] Real-time Raytracing
Lawson English
lenglish5 at cox.net
Sat Sep 22 14:37:15 PDT 2007
Argent Stonecutter wrote:
> Dzonatas notes:
>> "Rendering Games with Raytracing Will Revolutionize Graphics"
>>
>> http://www.pcper.com/article.php?aid=455&type=expert&pid=1
>
> Old news. Philipp Slusallek has been pushing this for years. He had an
> FPGA hardware raytracer that was doing 7M rays/sec on a 66 MHz FPGA
> with 6M gates in 2005. Got a lot of pushback from nVidia and ATI over
> this, which is a pity, but I just got mail from him that both ATI and
> nVidia are adding RT acceleration to future GPUs... though nothing as
> aggressive as his SaarCOR prototype.
>
> An 8800 runs at, what, 400 MHZ and has 600M transistors. Given how
> parallelizable raytracing is a dedicated raytracer with a similar
> budget should blow past the magic billion rays a second without
> difficulty... and be a lot cheaper and use less power than an 8 core CPU.
>
> http://graphics.cs.uni-sb.de/~slusallek/
>
How compatible would the already-built SL content be for a ray-traced
based viewer? Would everything have to be pre-converted,
converted-on-the-fly, or do existing ray-tracing algorithms handle
OpenGL geometry already?
L.
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