Real Time Raytracing

June 30th, 2008 by michael

Oh you can’t image how much I love the idea of real time raytracing. From the moment when I first heard about this kid that linked up a network of machines and played quake ray-traced, I thought that this was where it is at. This is the future of graphics.

Well, looks like Intel might be pipped to the post. See this article on Toms Hardware. Oh and these videos, first of a network of PS3s, and of an Intel system.

Now. What about the maths. If you wanted a dual core, 3ghz system (currently reasonably standard) to raytrace at 30fps on a 1280×720 screen, you would need to come in at 200 clocks per pixel. That would have to be some damned tight code, with no stalls. You’re algorithm for sub-dividing billions of triangles to only those that are of interest to a ray would have to be superb….    Lets face it, it’s hard. So it’s no suprise that that the first Intel based real time raytracer used a top-end eight core system, and the PS3 based one was effectively using 12 of its SPEs.

Intel is introducing new instructions that should help, in the form of AVX. And as you may have seen in that earlier article, there’s a company already doing it on AMD GPUs.

And just in-case that wasn’t enough, lets have a look at this head tracking demo. He has used a Nintendo Wii to track head movements and create a 3D depth of field effect that is second to none in my opinion.

These are exciting times indeed.

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