02-22-2007, 09:44 AM | #1 |
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Pixelmachine, a ray trace engine.
Pixelmachine.
This is what you can do with your weekend if you put your mind to it. superjer.com/pixelmachine It got on the front page of digg for a while and ate all his bandwidth I thought it was pretty cool. Too bad this sort of thing can't be rendered in real time (yet) although from what superjer tells me this sort of thing gets WAY more advantage out of multiple cores than polygon rendering engines. |
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02-22-2007, 10:22 AM | #2 | |
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Yeah raytracing is pretty cool, it's pretty easy to implement too however I do like the pictures he's generated with his raytracer. I also saw this on digg, I posted a link to http://graphics.cs.uni-sb.de/~sidapohl/egoshooter/ in the comments. It's quake3 raytraced
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Last edited by o_agret; 02-22-2007 at 10:29 AM. |
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02-22-2007, 12:53 PM | #3 |
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This is pure geekiness. Cool find.
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02-22-2007, 08:09 PM | #4 |
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And like it says in the article he's probably including this in the game engine he's developing. It'd be good for screenshots or prerendered scenes even if it doesn't work in real time.
Edit: Lol, I just read that quote in agrets post more carefully. Lol! Realtime with 36 GHz. |
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02-22-2007, 08:24 PM | #5 |
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I don't get it.
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02-23-2007, 04:12 AM | #6 |
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Nezumi yeah the guys site mentions that it's just in his engine for taking screenshots, I dig that as a useful application of raytracing Raytracing is also used in pre-rendered movies (pixar and such) but it takes aggesss to render frames even with a huge renderfarm so I think that it might be outside of the scope of a small independant engine.
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02-23-2007, 11:03 AM | #7 |
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Edit: Uber, what don't you get?
I think you're underestemating superjer, Agret. Aparently people on digg were telling him to use photon mapping so he came up with a sort of anti-photon mapping algorithm. Normal photon mapping methods take about 3 days to render per frame with around 100000 photons, and this image rendered in like 3 hours with 100 million photons. There are some major flaws with his algorithm though. (The first shot is ray tracing, the second one is ray tracing with his non-photon mapping photon mapping method) Plus I heard something about IBM or someone developing 80 core processors which would be perfect for rendering this sort of thing faster. |
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02-23-2007, 11:20 AM | #8 |
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Very interesting, holy--- 80 cores? Isn't that uhh the Cell processor? :P But yeah I agree multi-threading is very good for raytracing which is why render farms work so well
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02-23-2007, 08:05 PM | #9 |
Useless
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Those spheres look mega-sweet. MEGA-SWEET.
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02-23-2007, 08:56 PM | #10 |
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weird deal
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02-23-2007, 09:01 PM | #11 |
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80 cores?
Imagine using this as a desktop. You could do everything with it. EVERYTHING. At the same time of course |
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02-24-2007, 03:59 AM | #12 |
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skull it'd depend on your OS, even dual core doesn't get a great deal of use on the desktop.
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03-06-2007, 05:10 AM | #13 |
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There's not many uses for multiple cores. Most code needs to be executed sequentially. Not ray-trace rendering though!
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03-07-2007, 01:29 AM | #14 |
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i am completely ignorant of what goes on in these screenshots and how ray tracing compares to other rendering methods but i have to say this looks pretty insane
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03-07-2007, 02:19 AM | #15 | |
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Quote:
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03-07-2007, 09:18 AM | #16 | |
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Quote:
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