Monday, February 28, 2011
Friday, February 25, 2011
Thursday, February 24, 2011
"AntiPlanet2 - indie game with real time ray tracing 3D engine which only does spheres. It has multi core and CUDA versions. The game is "doom"-style 3D shooter. The sperical graphics design is inspired by abstractionism and cubism genres of fine arts. Program download page www.virtualray.ru/eng/download.htmlNight-time scene. Video was rendered in 1920x1200 resolution, system Core Duo 1860 + GeForceGTX 280"
Tuesday, February 22, 2011
It doesn't look like Caustic Graphics has anything compelling to show yet. Maybe they shouldn't show anything before they have a working sample of the Caustic Two card. In fact, it's starting to look more and more like the Larrabee debacle: pathetic real-time raytracing demos on phony, unmarketable hardware.
Wednesday, February 16, 2011
Some details about the new PowerVR GPU with Caustic Graphics ray tracing hardware. UPDATE: Hoax! (see comments)
“CPU ray tracing has received tremendous speed ups in the past decade, with works on acceleration structures, traversal algorithms, and packet (or frustum) traversal. While these advancements brought ray tracing into the real-time area, the speed is still generally not acceptable.
PowerVR presents a solution, which proposes to place a small dedicated hardware ray traversal engine (RTE) directly on the GPU die.
The RTE has been conﬁrmed to run at frequencies above 2GHz and can ﬁt into an area less than 15mm2, achieving performance of over 1000 million rays per second.”
Tuesday, February 15, 2011
Saturday, February 12, 2011
"Crank is a realtime graphics demo developed for NVIDIA. The demo showcases several NVIDIA technologies such as:
Crank was commissioned by NVIDIA to promote Fermi - NVIDIA's latest brand of GPU architecture, and used during the opening keynote at the 2010 GPU Technology Conference in San Jose, California.
This application was devloped in C++, using DirectX10 for rendering. The demo contains simulations of rigid bodies and a rendering of a 3D-version of the Koch Snowflake fractal.
Unleashing the massive parallel computing power in NVIDIA's new GeForce 400-series, the demo showcases an unprecedented display of realtime graphics and physics simulation."
Tuesday, February 8, 2011
Download link for all Tokap SRC code and EXEs: http://code.google.com/p/tokap-the-once-known-as-pong/
Real physics with bouncing angle depending on where the ball hits the paddle are next! Also the lightsource will bathe the scene in a dramatic red hue when the player fails to rebound the ball :)
If anyone with a Nvidia GPU which is more powerful than my 8600M GT (preferably a Fermi card ;) could make a short video capture of this demo and upload it, please do!
Monday, February 7, 2011
Sunday, February 6, 2011
Scene interaction, 1 fps at 32 samples per pixel (motion blurred to 160 spp) on 8600M GT:
8 spp: 60 fps (blurry tail)
12 spp: 44 fps (accumulator tail)
16 spp: 30 fps
20 spp: 28 fps
24 spp: 20 fps
28 spp: 20 fps
32 spp: 17 fps
"At lower spp's it seems like the motion blur is kind of working, but after 12 spp it becomes weird and looks like a poorly sampled accumulator buffer. It's playable, but noisy, at 4 spp. Still noisy at 64 spp (10 fps) but it could be mistaken for film grain (maybe). Although you can then see 5 copies of the ball trailing behind it (motion blur)"This means that the GTX580 is about 20 times faster than my 8600M GT and that Tokap is playable with high image quality at 10 fps on this card. Hopefully Nvidia or AMD will make a similar tech demo for their next-generation GPUs.