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Pewlius Caesar
bit-tech Staff
Join Date: Nov 2001
Location: Ascot, Berks
Posts: 18,021
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Gelsinger kicks off IDF Shanghai with Larrabee
http://www.bit-tech.net/news/2008/04...ith_larrabee/1
IDF SPRING 08: Pat Gelsinger kicked off IDF this morning with talk about how he believes Larrabee will change the visual computing industry.
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#2 |
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hmmmm....
Join Date: Aug 2005
Location: New Zealand
Posts: 2,882
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I'm looking forward to a review of this, see how it stacks up to the likes of nVida and AMD.
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The quantum limit of reality might be scaled up because we're all holograms. Obviously. Once more we see that sufficiently advanced physics is indistinguishable from getting really stoned. From here |
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#3 | |
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whatever
Join Date: Dec 2006
Location: Belfast
Posts: 1,879
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sounds good, but games will have to be made differently to take advantage and how it performs with "regularly" coded games remains unknown especially considering that Intel never really mentioned that scenario...
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#4 |
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what is the cheesecake?
Join Date: Aug 2004
Location: London
Posts: 4,901
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is raytracing really the way to go?
AFAIK from my graphics courses, raytracing in its basic form (which is really the only one becoming vaguely feasible in realtime at the moment) is remarkably artificial-looking, due to its ability to only model specular-specular light interaction from point-sources (ie, no soft shadowing, no colour bleeding between diffuse surfaces, no BRDF sampling for glossy surfaces, and generally no awesome light effects in general). In order to do anything better, you either have to add some cheating based on current techniques, or increase your complexity by a couple orders of magnitude and throw a few hundred to a thousand rays per pixel down the line, adding path tracing to the mix (basically ray tracing on steroids, but diffuse-diffuse paths are accounted for, as well as BRDF sampling and area light sources for soft shadows). I mean, this is what i know from about a year ago; can someone shed some light on this?
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#5 |
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Pewlius Caesar
bit-tech Staff
Join Date: Nov 2001
Location: Ascot, Berks
Posts: 18,021
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I don't believe it is the way to go.. Intel would like it to be used exclusively, but it never will be - it'll become 'another tool' for developers.
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#6 |
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Multimodder
Join Date: Aug 2005
Posts: 105
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I can't offer any insight into the subtleties of ray-tracing.. But I can vouch for the ever increasing processing power of graphics, cpu's etc. if we dare to talk about 10-15 years in the future, surely ray-tracing would be the holy grail all graphics would converge towards? Can raster keep it up?
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#7 | |
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Hypermodder
Join Date: May 2007
Posts: 887
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#8 |
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complete spanner
Join Date: Dec 2004
Location: swansea, wales
Posts: 533
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Ray tracing works out 'perfect' shadows, but to get the same kind of 'realism' you get from modern raster based graphics you have to calculate many 'bounces' of the light rays - which is very computationally expensive. One solution is to reduce the number of bounces to get a good enough approximation, but you still run into issues with soft bodies and particle effects such as fog or fire that are traditionally rendered by shaders rather than as physical entities within a scene. If you can throw enough horsepower towards the task you could get more and more realistic looking results by increasing the complexity of the ray traced scene, but the demands for compute power is exponential to the results.
Given a fixed current level of compute power you would achieve better results using raster based techniques, but as diminishing returns kicks in for raster techniques, ray tracing would still have huge potential for improvement - and given enough compute power a ray tracing solution would garner better results than a raster based one. We're a long way away from such a time when there enough 'disposable' computing power however to make ray tracing the better choice for gaming however, even if the current developments are promising. Think of them as laying a path for the future, rather than overnight replacing traditional techniques and you won't be dissapointed.
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