PowerVR GR6500: Ray tracing is the future and the future is now
21–30 of 99 posts
Re: PowerVR GR6500: Ray tracing is the future and the future is now
#22It'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…
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
#23How 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.
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
#24Re: PowerVR GR6500: Ray tracing is the future and the future is now
#25It'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…
Re: PowerVR GR6500: Ray tracing is the future and the future is now
#26It 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
#27Open source drivers is the future.. but it's nowhere now :(
Re: PowerVR GR6500: Ray tracing is the future and the future is now
#28It'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…
Re: PowerVR GR6500: Ray tracing is the future and the future is now
#29It'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'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
#30Earlier 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?
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.