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#1 |
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Brett Thomas
Join Date: Aug 2004
Location: Cleveland, OH USA
Posts: 3,906
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Raytracing in games not so far off
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"Frankly that seems overkill. iluvtrees2 arguing with spec is the intellectual equivalent of a bunny rabbit taking on a pissed-off lion." - Nexxo |
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#2 |
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Hypermodder
Join Date: Jul 2002
Location: Northern Ireland
Posts: 799
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#3 |
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Officious Bystander
Join Date: May 2003
Location: Nodnol
Posts: 1,595
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Most raytracing actually traces the rays in the opposite direction, i.e. from the 'eye' back to the source, reflecting etc. all the way. The problem with this is it tends to leave things with quite hard shadows. The most impressive rendering technique I've ever seen is based on radiosity, which can produce beautiful soft shadows and some amazing subtle effects. For example, if you have a rubber ball on a matt white surface, the surface under the ball will take on a hint of red from light diffusely reflected off the ball. In contrast, in a raytracing engine, you might have some kind of soft shadowing, but most likely you'd have a red ball on a pure white surface with a hard shadow, and the whole thing wouldn't look too convincing.
Problem is, radiosity rendering takes a heck of a lot more power to process than ray tracing - on a modern PC it chugs along like the old raytracing experience on a 10 year old PC.
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#4 |
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Hypermodder
Join Date: Jul 2002
Location: Northern Ireland
Posts: 799
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@ mclean007
Interesting comments. |
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#5 |
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Madeira's banana is the best!!!
Join Date: Sep 2005
Location: Madeira ; Portugal
Posts: 6,464
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this is rather nice... more realism is good, but less playability is bad.
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#6 |
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what is the cheesecake?
Join Date: Aug 2004
Location: London
Posts: 4,902
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um, maclean007, radiosity is the method used in most realtime rendering engines. the main complexity in radiosity stems fromm computing the proportion of energy transfer between one patch on a surface and the other. for a static scene though, this never changes, so can be precomputed and stored in a data structure associated with each patch in the scene. this can be further optimised by using several other methods, at the cost of accuracy of course. even so, a fine-grained radiosity solution is not ideal, as you can;t do specularity without cheating, and often the shadows are not correct. they look nice, but they;re not accurate.
ray tarcing gives hard edges for shadows, yes, but only where the model has been simplified, either for a student's exercise or just to run faster. taking scattering into consideration increases the complexity of the solution by several orders of magnitude, and is essentially unfeasible. you can get around it by cheating a bit though.
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#7 |
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6 screens / 1 card
Join Date: Jul 2006
Location: AB.CA
Posts: 2,005
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Good stuff again. For me this sheds new light on the AMD/ATI merger story: http://www.bit-tech.net/hardware/200...t_for_4/1.html
Could Intel be aiming at suddenly become THE graphics leader through a paradigm shift in graphics?
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#8 |
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Minimodder
Join Date: Mar 2006
Location: Dallas, Texas
Posts: 38
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Wow. You sure are churning out the articles, eh?
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| SouthernBelle |
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#9 |
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Supermodder
Join Date: Feb 2005
Location: bristol
Posts: 442
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intel is the leader in terms of sales :P
all this stuff is nice and all but id much rather have a game that uses my computer/consoles power for gameplay then has all the fancy stuff in the video sequences, like say final fantasy did before 10. its nice that their pushing modern tech to its limits but really, i cant even play crysis on any good settings because my pc doesnt match the min specs and i dont have £600-700 to upgrade for a point and click game with pretty graphics. the most fun ive had recently game wise was replaying fallout1 and 2 because of the great story and freedom that you have throughout the story. why cant they make intresting games anymore?
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#10 |
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Richard Swinburne
bit-tech Staff
Join Date: Mar 2001
Location: Omnipwntent
Posts: 28,228
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I was gonna say, this should make you well happy, Brett
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#11 |
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Ultramodder
Join Date: Feb 2005
Location: Glen Cove, NY
Posts: 1,215
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For Da Dego we just need to make a playroom game. Where bricks are actually bricks, and raytracing is used. Then he'll be able to happily spend time looking along the walls and not see textures being smeared. =)
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| Cheap Mod Wannabe |
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#12 |
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Banned
Join Date: Feb 2005
Location: Aberdeen, UK, EU
Posts: 7,607
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Now the core thing is exceptionally intresting. I've argued against the idea of excess cores being used for graphics in the past, but it sounds like raytracing would benefit hugely just from the extra CPU processing power a few more cores dedicated to it would bring. Might we see this coming into games big time during the DX10/Vista era?
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| specofdust |
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#13 |
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Ultra csavarkulcs
Banned Join Date: Mar 2006
Location: UK
Posts: 1,323
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interesting, but atm 7.5/30fps is a little low
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#14 | |
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Internet Addict
Join Date: Mar 2006
Location: USA
Posts: 280
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Being on a budget myself, I do understand not being able to play games on a full capacity. I can't even play F.E.A.R. on full settings, and can't even run Doom III. But still, I think that this is still a cool step forward. I won't dirrectly argue about games being fun. Personally I love FPS, but still boot the Command and Conquer games whenever I can. This would be my 2c. |
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#15 | |
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Supermodder
Join Date: Aug 2004
Location: Las Vegas NV & Rolla MO
Posts: 412
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Its way out there for on the fly stuff, but i cant wait for the day. |
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#16 |
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Supermodder
Join Date: Apr 2002
Location: Ottawa, Canada
Posts: 380
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Haven't I been saying exactly this for the past year? Either way, having myself written a raytracer, I can atest that it isn't that far off graphics wise. Considering that there's a program that'll use current GPUs to raytrace 4d fractals at a decent resolution fairly quickly, I'd say were going to start seeing more raytracing happening in 2 years or so.
Though technically we're already using raytracing in certain games. Lots of visibility testing involves some sort of raytracing. Parallax Mapping is in fact raytracing, it's how terrains are done in raytracers (ish).
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#17 |
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Banned
Join Date: Feb 2005
Location: Aberdeen, UK, EU
Posts: 7,607
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But Radiosity is something that can be easily parrelised isn't it? So while it maybe takes a day on your A64 it could take merely 3-4 hours on one of the more highly clocked upcoming quad core Intel's. Since the natural progression is doubling(in computing that is), a few years down the line we might be at 8 or 16, by that time we'd be talking 1 or 2 hours, maybe considerably less if the CPU's improve in ways other then quantity. Things like radiosity and raytracing as a whole may be a little way off yet, but since they can aparently be parrelised "embarresingly easily"(according to John Carmack) then I can't imagine that we're more then a few years away from having the power to do these wonderfull things.
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| specofdust |
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#18 | |
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6 screens / 1 card
Join Date: Jul 2006
Location: AB.CA
Posts: 2,005
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What I was trying to say was if Intel can shift graphics back on to the CPU (something I was sceptical of before reading the article) they could become the leader in performance too. Maybe acidfire's idea http://forums.bit-tech.net/showpost....0&postcount=46 isn't too crazy after all.
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#19 | |
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Supermodder
Join Date: Aug 2004
Location: Las Vegas NV & Rolla MO
Posts: 412
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#20 | |
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Multimodder
Join Date: Mar 2006
Posts: 210
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