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

blog.imgtec.com

51–60 of 99 posts

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

#51

I'd wager that the current rasterising pipeline is more flexible than one based on raytracing - capable of generating a range of styles, not just photorealistic ones. And therefore having an extra dedicated chip for raytracing seems uneconomical. The comparison examples given in the article were slightly ridiculous. How does a non-reflective car represents 'traditional' rendering? Look at any great AAA game and you'l…

> I'd wager that the current rasterising pipeline is more flexible than one based on raytracing - capable of generating a range of styles, not just photorealistic ones

Nope. I'd say the "raytracing pipeline" really does replace only the rasterization step, and once the triangle to draw is "found", you do whatever shading/lighting/fx/fragshader you want to draw it with? Wouldn't this be the most sensible approach?

Rasterization in lay-man's terms really is just "figure out which triangle, if any, is 'hit' at this pixel", so a historically much faster and very neat hack to avoid the tracing of a ray..

But you don't get cheap soft-shadowing / ambient occlusion / reflect-refract and you'd need to do occlusion culling seperately for current-gen "complex" scenes to avoid a drawcall for all kinds of hidden objects. That's where at some point raytracing as it becomes more feasible also becomes much more attractive. Potentially also reducing geometry-LODing headaches etc..

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

#54
post #7

I dont know much about the differences but the samples images (like the yacht) don't look particularly impressive or real to me.

I think that's because they used poor art assets. Most games look far more pleasing and realistic than those examples while using traditional rasterization pipelines, mostly on the strength of the artists and an offline prebaking stage.

There's a reason Nvidia employs top CG talent for their hardware demos. A pretty demo sells more than an ugly one, even if they essentially pull off the same effect.

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

#55
post #43
post #40

Earlier quoted context omitted.

> If raytraced scenes were hard to control, why would every single animated movie be raytraced? That's a bit of a stretch. Pixar didn't use ray-tracing until Cars [2006]. Even then, it was only applied for secondary effects. It wasn't until Monsters University [2013] that they produced the majority of a movie using ray-tracing [1]. That's a recent development, IMHO. [1] http://thisanimatedlife.blogspot.com/2013/05/pi…

But that is because of hardware capability... i.e. computers weren't good enough for artists to work with... wasn't it? I've been out of the 3D world for a while, but Ray tracing was the be-all-end-all/holy grail of 3d. It is simulating light... you can't do better than physics.

Raytracing has its limitations, subsurface scattering for example.

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

#56

"life-like reflections"[1]? allow me to disagree. the reflection is too green. probably not the hardware's fault, or is it? [1] http://blog.imgtec.com/wp-content/uploads/2014/03/5_-PowerVR...

hmm, looks better now on desktop than on phone

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

#57
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 but there is a pronounced industry trend exactly against what you argue. Physically based rendering is winning out almost everywhere. A straightforward path tracer is capable of simulating nearly all the physics of light to any desired degree of fidelity. Part of why it's won out is that it's actually far simpler for artists to work in terms of real world material concepts vs tuning abstract parameters in f…

Physically-based rendering has little to do with global illumination, and is only really about the BRDF [1] used for computing the final pixel color based on a number of inputs for that point in space.

[1] https://en.wikipedia.org/wiki/Bidirectional_reflectance_dist...

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