Having no real knowledge of ray tracing (or rendering for that matter), can someone tell me why we can't be moving towards a massive cluster of gpu (in the order of 10,000) ray tracing a scene in parellel? I imagine each ray trace call is quite independent of any other. SOooner or later, cpu (and gpu) will have many cores available for such form of rendering. Is it because of the chicken/egg problem?
John Carmack's Comment on Hardware Ray Tracing
11–20 of 69 posts
Re: John Carmack's Comment on Hardware Ray Tracing
#12Excellent response by Carmack. "Ray Tracing" has always been an overhyped or misunderstood technology, at least in my experience. Because of the impressive lighting effects it's famous for producing, people view it as some "holy grail" of superior computer graphics technology that we just need to optimize a bit for use in games. As Carmack described, those highly realistic ray traced renders come at a price: billions…
I'm trying to imagine how complex a 'core' would be that computed the incident rays on a single pixel. Then figuring out how big that is in a 18nm process technology and then trying to see if I can fit 2M on a reasonable size die. My head exploded sadly.
Re: John Carmack's Comment on Hardware Ray Tracing
#13Excellent response by Carmack. "Ray Tracing" has always been an overhyped or misunderstood technology, at least in my experience. Because of the impressive lighting effects it's famous for producing, people view it as some "holy grail" of superior computer graphics technology that we just need to optimize a bit for use in games. As Carmack described, those highly realistic ray traced renders come at a price: billions…
Re: John Carmack's Comment on Hardware Ray Tracing
#14Having no real knowledge of ray tracing (or rendering for that matter), can someone tell me why we can't be moving towards a massive cluster of gpu (in the order of 10,000) ray tracing a scene in parellel? I imagine each ray trace call is quite independent of any other. SOooner or later, cpu (and gpu) will have many cores available for such form of rendering. Is it because of the chicken/egg problem?
AMD's vision of "heterogenous computing"(I think they came up with a new name for this?) would essentually be the "true" fusion of a CPU and a GPU in a sense that the chip consists of general purpose execution units(current CPU cores) and of special purpose parallel processing units (curent GPU SIMD/VLIW units) which operate concurrently in such sense that both sequential and parallel code can be executed efficiently…
I wrote a ray tracer once, but it was primitive. So I'm not completely talking out of my butt, just mostly.
Re: John Carmack's Comment on Hardware Ray Tracing
#15Excellent response by Carmack. "Ray Tracing" has always been an overhyped or misunderstood technology, at least in my experience. Because of the impressive lighting effects it's famous for producing, people view it as some "holy grail" of superior computer graphics technology that we just need to optimize a bit for use in games. As Carmack described, those highly realistic ray traced renders come at a price: billions…
Pretty much agree, the only thing that we might disagree on is the 'billions' number, while I expect good ray tracing to trace billions of rays, if transistors are cheap enough this becomes more interesting. The typical HDMI 1080p display is 2 megapixels (or megatexels) if you have a rendering engine with 2,073,600 cores each of which is looking at a billion ray 'view' based on where it sits in the scene, its easier…
Re: John Carmack's Comment on Hardware Ray Tracing
#16Its so cool that someone as high up in the games industry as carmack actually knows his technical shit.
Re: John Carmack's Comment on Hardware Ray Tracing
#17Earlier quoted context omitted.
Pretty much agree, the only thing that we might disagree on is the 'billions' number, while I expect good ray tracing to trace billions of rays, if transistors are cheap enough this becomes more interesting. The typical HDMI 1080p display is 2 megapixels (or megatexels) if you have a rendering engine with 2,073,600 cores each of which is looking at a billion ray 'view' based on where it sits in the scene, its easier…
Throwing more ( or finer etched) silicon at an algorithm will not help the algorithm, compared to a superior algorithm. For almost all scenes you get better results with rasterization, the two exceptions I can think of is scenes where the geometry of light rays is not flat, so for example involving lenses or black holes, or where there is a lot more optical complexity than you can reasonably use. ( A forest where eac…
Re: John Carmack's Comment on Hardware Ray Tracing
#18Its so cool that someone as high up in the games industry as carmack actually knows his technical shit.
He might be high up now, but he started off as a programmer. He co-founded id software and (along with others) developed Wolfenstein 3D, Doom, etc. http://en.wikipedia.org/wiki/Id_Software
Re: John Carmack's Comment on Hardware Ray Tracing
#19http://www.youtube.com/watch?v=yUiLBmioRI4
Carmack is right about games (surprise!). I can't imagine "Imagination Technologies" is pushing the Caustic R2500 at games.
Re: John Carmack's Comment on Hardware Ray Tracing
#20Having no real knowledge of ray tracing (or rendering for that matter), can someone tell me why we can't be moving towards a massive cluster of gpu (in the order of 10,000) ray tracing a scene in parellel? I imagine each ray trace call is quite independent of any other. SOooner or later, cpu (and gpu) will have many cores available for such form of rendering. Is it because of the chicken/egg problem?
Large scale "render farms" that exploit both already exist and are in commercial use in the VFX industry.