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Posts Tagged ‘ ray-tracing ’

Core i7-980X PC versus eight-core Xeon workstation

Friday, July 30th, 2010

smallptoutput462

Having been writing about photo-realistic 3D graphics rendering for issue 192 of the magazine, I’ve been getting myself back up to speed with the state of 3D graphics and looking into the absolute best techniques for achieving realistic lighting. And along the way I’ve got a new insight into the sheer speed of the latest CPUs.

Turns out the best 3D rendering algorithm is a hugely intensive method known as path tracing, which is sort of like ray tracing’s dad. The theory behind the method actually pre-dates ray tracing, but it’s only now that PCs are getting fast enough for experimental dabbling at home.

The good part is that, while it needs a heck of a lot of computing power to do, path tracing is actually a fairly simple technique to implement.

But where to get a path-tracing application to play with?

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Nvidia’s confused GPUs

Friday, May 23rd, 2008

Nvidia aren’t known for their demure and shy antics, so I wasn’t surprised at a press briefing a few weeks ago when they launched an attack on what some quarters – namely Intel with their new Larrabee GPU – who have identified ray-tracing as the future of graphics.

They spent a great deal of time assuring the assembled members of the IT press that it was a waste of time – every game since before the turn of the Millennium (indeed, since the demise of voxels) because every game is made using polygons and that developers wouldn’t want to alter their techniques and systems around a new, somewhat experimental technology.

So, why have Nvidia gone and bought a ray-tracing company?

(more…)

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