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PowerVR GR6500: Ray tracing is the future and the future is now

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21–30 of 99 posts

Re: PowerVR GR6500: Ray tracing is the future and the future is now

#22
post #16
post #3

It's best to remember that ray tracing isn't the be all and end all of graphics since it's far harder for artists to control the results than the other hacked up ways. One consequence of this is their example comparison, where I think it's entirely subjective to say the ray traced output is better. Neither is particularly great. The big win is around indirect lighting, but the development of that in standard rasteris…

I'm sorry man, but that sounds crazy. Raytraced scenes are much easier for artists to control the results because things actually behave like you would intuitively expect (if the amount of rays is high enough). If raytraced scenes were hard to control, why would every single animated movie be raytraced? Raytracing really is the be all and end all of graphics. The more rays you can render, the more realistic your scen…

Raytracing is just one tool in a bag of necessary algorithms. For instance, there's no obvious way to extend raytracing to offer indirect lighting—all existing algorithms offer some form of tradeoff. Furthermore, many effects are flat out a pain to render with raytracing: displacement mapping, subsurface scattering, anti-aliasing, and scenes where both speed of rendering and dynamic geometry are needed. All of those require substantial thought and are non-trivial to implement.

And don't forget non-realistic graphics.

The problems of rendering are unlikely to become inherently easier—I don't think raytracing will ever be "end all of graphics". And while "every singly animated movie" might be raytraced to some extent, it's highly unlikely any of them use pure raytracing to achieve the effect.

Re: PowerVR GR6500: Ray tracing is the future and the future is now

#23
post #5

How about FP64?

They'd have to either sacrifice yield or sacrifice FP32 units. Also, if they put FP64 support in their gaming cards they wouldn't be able to charge scientists and engineers extra.

> Also, if they put FP64 support in their gaming cards they wouldn't be able to charge scientists and engineers extra.

Bingo. Not many entertainment problems demand such precision. Why not charge more for it?

Re: PowerVR GR6500: Ray tracing is the future and the future is now

#25
post #16
post #3

It's best to remember that ray tracing isn't the be all and end all of graphics since it's far harder for artists to control the results than the other hacked up ways. One consequence of this is their example comparison, where I think it's entirely subjective to say the ray traced output is better. Neither is particularly great. The big win is around indirect lighting, but the development of that in standard rasteris…

I'm sorry man, but that sounds crazy. Raytraced scenes are much easier for artists to control the results because things actually behave like you would intuitively expect (if the amount of rays is high enough). If raytraced scenes were hard to control, why would every single animated movie be raytraced? Raytracing really is the be all and end all of graphics. The more rays you can render, the more realistic your scen…

Ray-tracing works really well for movies because the camera is controlled by the animators rather than the viewer (as is the case with video games).

Re: PowerVR GR6500: Ray tracing is the future and the future is now

#26
Interactive raytracing is the future both in mobile and desktop. My project http://clara.io, an online 3D modeler + renderer, recently gained the ability to do embeded interactive ray traced 3D embeds using V-Ray (one of the best and most accurate renderers in the world).

It works best on Chrome, Firefox and Safari:

https://plus.google.com/u/0/+BenHouston3D/posts/DYq2RKJENC5

Here is another example:

https://twitter.com/exocortexcom/status/443538733661704192

I can only see raytracing becoming more popular.

Re: PowerVR GR6500: Ray tracing is the future and the future is now

#28
post #16
post #3

It's best to remember that ray tracing isn't the be all and end all of graphics since it's far harder for artists to control the results than the other hacked up ways. One consequence of this is their example comparison, where I think it's entirely subjective to say the ray traced output is better. Neither is particularly great. The big win is around indirect lighting, but the development of that in standard rasteris…

I'm sorry man, but that sounds crazy. Raytraced scenes are much easier for artists to control the results because things actually behave like you would intuitively expect (if the amount of rays is high enough). If raytraced scenes were hard to control, why would every single animated movie be raytraced? Raytracing really is the be all and end all of graphics. The more rays you can render, the more realistic your scen…

I think modern animated movies and top offline renderers use path tracing those days, which much more naturally approaches the real light dynamics.

Re: PowerVR GR6500: Ray tracing is the future and the future is now

#29
post #16
post #3

It's best to remember that ray tracing isn't the be all and end all of graphics since it's far harder for artists to control the results than the other hacked up ways. One consequence of this is their example comparison, where I think it's entirely subjective to say the ray traced output is better. Neither is particularly great. The big win is around indirect lighting, but the development of that in standard rasteris…

I'm sorry man, but that sounds crazy. Raytraced scenes are much easier for artists to control the results because things actually behave like you would intuitively expect (if the amount of rays is high enough). If raytraced scenes were hard to control, why would every single animated movie be raytraced? Raytracing really is the be all and end all of graphics. The more rays you can render, the more realistic your scen…

"If raytraced scenes were hard to control, why would every single animated movie be ray traced?"

I'm not entirely sure that's actually true.

In this paper (http://graphics.pixar.com/library/RayTracingCars/paper.pdf) Pixar talk about how the first movie they even tested using ray tracing on was Cars. Before that they were using scanline rendering.

Re: PowerVR GR6500: Ray tracing is the future and the future is now

#30
post #23

Earlier quoted context omitted.

They'd have to either sacrifice yield or sacrifice FP32 units. Also, if they put FP64 support in their gaming cards they wouldn't be able to charge scientists and engineers extra.

> Also, if they put FP64 support in their gaming cards they wouldn't be able to charge scientists and engineers extra. Bingo. Not many entertainment problems demand such precision. Why not charge more for it?

Well, if AMD had taken the need to get their GPGPU offering out the door seriously or if they had later taken the need for CUDA compatibility seriously then Nvidia would have had to compete.

Alas, we're talking about a company that doesn't even think it's important for their installer to reliably replace existing drivers. The result: I get to pay through the nose for my predecessor's CUDA lessons. Yay.

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