Realtime Raytracing Photoreaism For 36 Ghz
Ollj
our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
<div class="IPBDescription">Commander there is an "Open RT" ...</div> German university created OpenRT, a <b>realtime raytracing</b> engine.
<a href='http://www.openrt.de' target='_blank'>http://www.openrt.de</a>
OpenRT is for raytracing what OpenGL is for rasterized rendering.
At the moment it requires 20 * 1,8 GHz = 36 GHz CPUs (or a special 1ghz CPU including a prototype raytracing chip) for a really low 4xFFA resoolution in Quake 3.
Then you have <b>realtime photorealism</b> with all volumetric and caustic raytracing lightning, sharp shadows and infinite reflections...
<a href='http://graphics.cs.uni-sb.de/GlobIllum/Images/dance.jpg' target='_blank'><img src='http://graphics.cs.uni-sb.de/GlobIllum/Images/dance_small.jpg' border='0' alt='user posted image' /></a> <a href='http://graphics.cs.uni-sb.de/Dynamic/Images/chess.jpg' target='_blank'><img src='http://graphics.cs.uni-sb.de/Dynamic/Images/chess_small.jpg' border='0' alt='user posted image' /></a> <a href='http://graphics.cs.uni-sb.de/Dynamic/Images/kitchen.jpg' target='_blank'><img src='http://graphics.cs.uni-sb.de/Dynamic/Images/kitchen_small.jpg' border='0' alt='user posted image' /></a> <a href='http://graphics.cs.uni-sb.de/Caustics/Images/glass.jpg' target='_blank'><img src='http://graphics.cs.uni-sb.de/Caustics/Images/glass_small.jpg' border='0' alt='user posted image' /></a> <a href='http://graphics.cs.uni-sb.de/VolumeRT/img/bunny_small' target='_blank'><img src='http://graphics.cs.uni-sb.de/VolumeRT/img/bunny_small.png' border='0' alt='user posted image' /></a>
(klick them large)
<a href='http://graphics.cs.uni-sb.de/~sidapohl/egoshooter/downloads.html' target='_blank'>http://graphics.cs.uni-sb.de/~sidapohl/ego.../downloads.html</a> (50 mb quake 3 OpenRT demo video)
<a href='http://www.golem.de/0406/31631.html' target='_blank'>http://www.golem.de/0406/31631.html</a> - <a href='http://www.golem.de/0301/23764.html' target='_blank'>http://www.golem.de/0301/23764.html</a> (german reviews)
<a href='http://www.openrt.de' target='_blank'>http://www.openrt.de</a>
OpenRT is for raytracing what OpenGL is for rasterized rendering.
At the moment it requires 20 * 1,8 GHz = 36 GHz CPUs (or a special 1ghz CPU including a prototype raytracing chip) for a really low 4xFFA resoolution in Quake 3.
Then you have <b>realtime photorealism</b> with all volumetric and caustic raytracing lightning, sharp shadows and infinite reflections...
<a href='http://graphics.cs.uni-sb.de/GlobIllum/Images/dance.jpg' target='_blank'><img src='http://graphics.cs.uni-sb.de/GlobIllum/Images/dance_small.jpg' border='0' alt='user posted image' /></a> <a href='http://graphics.cs.uni-sb.de/Dynamic/Images/chess.jpg' target='_blank'><img src='http://graphics.cs.uni-sb.de/Dynamic/Images/chess_small.jpg' border='0' alt='user posted image' /></a> <a href='http://graphics.cs.uni-sb.de/Dynamic/Images/kitchen.jpg' target='_blank'><img src='http://graphics.cs.uni-sb.de/Dynamic/Images/kitchen_small.jpg' border='0' alt='user posted image' /></a> <a href='http://graphics.cs.uni-sb.de/Caustics/Images/glass.jpg' target='_blank'><img src='http://graphics.cs.uni-sb.de/Caustics/Images/glass_small.jpg' border='0' alt='user posted image' /></a> <a href='http://graphics.cs.uni-sb.de/VolumeRT/img/bunny_small' target='_blank'><img src='http://graphics.cs.uni-sb.de/VolumeRT/img/bunny_small.png' border='0' alt='user posted image' /></a>
(klick them large)
<a href='http://graphics.cs.uni-sb.de/~sidapohl/egoshooter/downloads.html' target='_blank'>http://graphics.cs.uni-sb.de/~sidapohl/ego.../downloads.html</a> (50 mb quake 3 OpenRT demo video)
<a href='http://www.golem.de/0406/31631.html' target='_blank'>http://www.golem.de/0406/31631.html</a> - <a href='http://www.golem.de/0301/23764.html' target='_blank'>http://www.golem.de/0301/23764.html</a> (german reviews)
Comments
<a href='http://fuzzyphoton.tripod.com/whatisrt.htm' target='_blank'>http://fuzzyphoton.tripod.com/whatisrt.htm</a>
I dont know video card terms <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
we don't already have that?
And no, it's not a video card. :b
I'm just wondering if it also does radiosity (aka:'reflected' light, such as if you're standing next to a matte white wall).
And how many polys it can handle in a given scene, if all of them use pretty decent diffraction ratios? ^_^
Now watch as microsoft pushes to include DirectRT into dx10...
[edit]
This isn't just showing an engine doing Raytracing, its much bigger than that. Its setting a standard Ray Tracing language API for software vendors and hardware vendors to conform to, like what OpenGL and Direct3D do with today's current 3D cards.
[/edit]
Of course, all that on a video card will take another year to happen, but my God... When it does...
Of course, all that on a video card will take another year to happen, but my God... When it does... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Then we'll have the fanboys complaining about how game companies aren't supporting their legacy hardware <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
That glass rabit really gets me though.
Not at all.
They still bother to provide excuses?
Well, they have that Boeing example... 350 Mil [350.000.000] polies, but on a dual-cpu..... 1-3 fps XD