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| PS3 Real-time Ray-tracing |
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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 |
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Affichage : 486501
Durée : 104 s |
| PhotoTechEDU Day 3: Ray Tracing, Lenses, and Mirrors |
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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 |
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Affichage : 2610
Durée : 3451 s |
| Cell Processor Ray-tracing |
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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 |
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Affichage : 89409
Durée : 39 s |
| Elite Force Raytracing Demo |
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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 |
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Affichage : 6930
Durée : 210 s |
| Elite Force Raytracing Demo II |
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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 |
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Affichage : 2253
Durée : 170 s |
| IsoHack - Isosurface Raytracing in 4kb |
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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 |
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Affichage : 85
Durée : 99 s |
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