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

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

#91
post #31
post #22

Earlier quoted context omitted.

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…

Uh, what. Sampled raytracing is the most natural approach to indirect lighting, displacement mapping, subsurface scattering, and anti-aliasing. As far as non-realistic rendering goes I am not sure how this is relevant, you can alter the properties of light and still use ray tracing, and many effects use image based techniques anyway. Raster will die in the long run, it's pretty obvious.

> Sampled raytracing

This covers about 100 different algorithms. Pick one.

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

#92
post #91
post #31

Earlier quoted context omitted.

Uh, what. Sampled raytracing is the most natural approach to indirect lighting, displacement mapping, subsurface scattering, and anti-aliasing. As far as non-realistic rendering goes I am not sure how this is relevant, you can alter the properties of light and still use ray tracing, and many effects use image based techniques anyway. Raster will die in the long run, it's pretty obvious.

> Sampled raytracing This covers about 100 different algorithms. Pick one.

I think that's the point.

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

#93
post #31

Earlier quoted context omitted.

Uh, what. Sampled raytracing is the most natural approach to indirect lighting, displacement mapping, subsurface scattering, and anti-aliasing. As far as non-realistic rendering goes I am not sure how this is relevant, you can alter the properties of light and still use ray tracing, and many effects use image based techniques anyway. Raster will die in the long run, it's pretty obvious.

> Sampled raytracing is the most natural approach to indirect lighting Its been a while (~15 years or so) since I looked very deeply into this, but at that time I thought that radiosity was notably superior to raytracing for indirect lighting, and everyone and their cousin seemed to be doing hybrid ray tracing/radiosity systems for realistic rendering.

ah, what do we use to determine form factors in radiosity? oh yeah ray tracing.

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

#94
post #31
post #22

Earlier quoted context omitted.

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…

Uh, what. Sampled raytracing is the most natural approach to indirect lighting, displacement mapping, subsurface scattering, and anti-aliasing. As far as non-realistic rendering goes I am not sure how this is relevant, you can alter the properties of light and still use ray tracing, and many effects use image based techniques anyway. Raster will die in the long run, it's pretty obvious.

>Raster will die in the long run, it's pretty obvious. I see, so I guess you plan to ray trace your gui and the text on screen too?

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

#95
post #92
post #91

Earlier quoted context omitted.

> Sampled raytracing This covers about 100 different algorithms. Pick one.

I think that's the point.

So, you didn't address the problem of "There's no obvious raytracing algorithm." All of the above algorithms have tradeoffs that make them ill advised in some sense. None of the above algorithms can handle displacement mapping or dynamic scenery with any speed. Get back to me when you solve those ridiculously combinatorial problem—any object can interact with any other object. And when you can animate objects in constant time between frames (as opposed to, at best, O(log(n)), and at worst, O(n)), maybe it'll be useful for realtime.

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

#96
post #94
post #31

Earlier quoted context omitted.

Uh, what. Sampled raytracing is the most natural approach to indirect lighting, displacement mapping, subsurface scattering, and anti-aliasing. As far as non-realistic rendering goes I am not sure how this is relevant, you can alter the properties of light and still use ray tracing, and many effects use image based techniques anyway. Raster will die in the long run, it's pretty obvious.

>Raster will die in the long run, it's pretty obvious. I see, so I guess you plan to ray trace your gui and the text on screen too?

What do you think?

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

#98
post #85

It never fails to amaze me how powerful raytracing is. Last year I took an "Image Synthesis" class and did a quick presentation about a post I've seen here on HN about a raytracker in 1337 bytes [0]. It is amazing how such a small program can generate an image with depth of view, shadows and texture. 0: http://fabiensanglard.net/rayTracing_back_of_business_card/i...

Thanks I completely forgot about that one. :)
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