raytracing in Youtube(c)
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Vidéos : raytracing
PS3 Real-time Ray-tracing
IBM Interactive Ray-tracer (iRT) using three Sony Playstation3s (PS3) to render a model that is 75x more complex then those used in today's games. Ray-tracing is the rendering technique used by the film industry and is considered to complex for today's game systems. The code was written using IBM Cell SDK 2.0 on Linux. The iRT is totally scalable and only requires one Cell SPE to run. More PS3s = More SPEs = Higher client frame rates. All images are at least 720p 4x multi-sampled, with dynamic light sources, procedurally generated atmosphere, and dynamic shadows. Sorry about the bad camera microphone. Download raytracer at: http://www.alphaworks.ibm.com/tech/irt Here's a link to the model we used: http://www.turbosquid.com/FullPreview/Index.cfm/ID /249122
Tags : Playstation3 PS3 Raytracing Raycasting Cell graphics SPE Linux rendering
Affichage : 486501 Durée : 104 s
PhotoTechEDU Day 3: Ray Tracing, Lenses, and Mirrors
Google Tech Talks January 31, 2007 ABSTRACT Photographic Technology Day 3: Ray Tracing, Lenses, and Mirrors In this lecture, we will study the principles of ray tracing for simple optical components: thin spherical lenses and spherical mirrors. The notion of real/virtual object and real/virtual images will be highlighted as well as the computation of the position and magnification the image. The case of thick lenses will also be mentioned including the notion of nodal and cardinal points. Credits: Speaker:Rom Clement
Tags : google howto phototechedu day ray tracing
Affichage : 2610 Durée : 3451 s
Cell Processor Ray-tracing
This video shows a progression of ray-traced shaders executing on a cluster of IBM QS20 Cell blades. The model comprises over 300,000 triangles and renders at over 60 frames per second, depending on the shader, at 1080p resolution using 14 Cell processors. Because of the scalable nature of the ray-tracer it can also render interactive frames on a single Linux Playstation3 using only 6 SPEs. Download raytracer at: http://www.alphaworks.ibm.com/tech/irt
Tags : Cell Ray-tracing rendering PS3 graphics IBM Sony Playstation3
Affichage : 89409 Durée : 39 s
Advanced realism through acclerated ray tracing
At IDF Taipei Intel Senior Fellow Kevin Kahn discusses ray tracing, and the speed advancements made with Intel microprocessors
Tags : Raytracing IDF Intel channelintel innovation
Affichage : 10387 Durée : 285 s
Intel Real-Time Ray Tracing Demo.
Intel demonstrates real time ray tracing on an eight core system.
Tags : intel ray tracing real time
Affichage : 42401 Durée : 36 s
Ray Tracing Second Life
Comparing the performance of a ray tracer written in LSL rendering a scene in Second Life when running first on the Mono and then the LSL2 virtual machines. When running on Mono the scene is rendered in 1/4 of the time.
Tags : mono secondlife lsl ray trace virtualworld second life virtual world graphics rendering 3d
Affichage : 9105 Durée : 298 s
Elite Force Raytracing Demo
Early demo of a raytracing version of Raven Software's Star Trek Voyager: Elite Force. Running on a single AMD Athlon X2 3800+ at a resolution of 426x350 pixels. Single light source (camera) and no shadows yet. Full support for Quake 3 world architecture (Bézier curves, md3 models) and surface shaders.
Tags : Elite Force interactive realtime ray tracing raytraced game
Affichage : 6930 Durée : 210 s
Elite Force Raytracing Demo II
This video shows improvements made recently to the raytracing demo of Raven Software's Star Trek Voyager: Elite Force, posted on August 23, 2007. Besides an increase in raw ray tracing performance, an effort has been made to accelerate shading of surfaces. Quake 3's shader scripts are not interpreted anymore, but compiled to native code. This resulted in a nice speed boost when object with complex shaders cover large portions of the screen. Compiling shaders also enabled us to implement a vector shading pipeline using SSE extensions. Right in the beginning of the video this is demostrated by flipping the 'tinting' switch. This results in pixels that passed through the faster vector shading pipeline to be colored red. Pixels rendered using mono shading remain unchanged. Vector shading requires an additional step to collect rays that hit objects sharing the same shader, which is currently done for 4x4 pixel blocks. Unchecking the 'group pixels by shader' switch falls back to a simpler model, where rays hitting the same triangle are processed together. In the video it is demonstrated that this results in less pixels passing through the vector pipeline. This is due to the fact, that rays that hit neighbouring triangles with the same surface shader are NOT processed together. Large portions of the video are rendered with activated 'Pixel Doubling'. This means that the scene is rendered at a resolution of 320x240 and subsequently streched to 640x480. Disabling 'Pixel Doubling' results in rendering taking place at the full resolution. The video was captured on 64-bit Xubuntu running on a single AMD Athlon X2 3800+ at a resolution of 640x480 pixels.
Tags : Star Trek Elite Force interactive realtime ray tracing raytraced game
Affichage : 2253 Durée : 170 s
IsoHack - Isosurface Raytracing in 4kb
A GPU Raytracer rendering an animated isosurface in 4kb. This was submitted to the Nvision / NVScene 2008 4kb intro competition. It was coded in a day, after hurrying to produce something for the competition when I was unable to fit my original entry (a 4d volume renderer) in the size limit. Requires a fast graphics card with dx9 and shader model 3 support. The algorithm is based off of work by Keenan Crane. http://www.talagrand.eu http://www.pouet.net/prod.php?which=51467
Tags : Demoscene NVScene Nvision Nvidia intro raytracing isosurface 4kb GL.Fusion
Affichage : 85 Durée : 99 s
GPGPU Ray Tracing Demo
This is another demo from the cppgpgpu app I wrote. This is ray tracing on a GeForce 7600@15FPS. There are 8 spheres, two lights, and 5 secondary bounces.
Tags : raytracing raytracer ray tracing tracer opengl gpgpu glsl gpu glslang graphics 3d
Affichage : 5559 Durée : 38 s

 

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