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标题: NVIDIA Acquires RayScale Software [打印本页]

作者: Edison    时间: 2008-5-23 02:16
标题: NVIDIA Acquires RayScale Software
http://www.pcper.com/comments.php?nid=5674

Sitting here at an NVIDIA meeting in San Jose, word just got passed to the world that NVIDIA will be announcing the acquisition of a ray tracing software company called RayScale.  

This is an incredibly interesting move and clarifies more of NVIDIA's stance on merging traditional rasterization and ray tracing techniques, as we saw in our interview with David Kirk, NVIDIA's CTO.  

RayScale was a startup based out of the University of Utah and has built a hybrid renderer that merges the two techniques - all of the reflections in the image they showed were indeed done with ray tracing alone.  The engine was not up to real-time frame rates on the images but they said they have spent the last two weeks working on adding features, not performance, and that it should be "no problem" to get his running in real-time.

We are obviously very early into the news cycle and will be trying to get more information on what NVIDIA plans to do with this new acquisition.  I can tell you that you won't see these techniques in games for some time - both the software and hardware need time to mature and be optimized; but it is coming.  

The RayScale group purchase is brand new, and in fact the press release for this announcement won't hit until later today or tomorrow at the best.
作者: Edison    时间: 2008-5-23 02:17
Company Information
RayScale is a product of the decade-long interactive ray tracing research at the University of Utah.  For more information, send mail to: info@rayscale.com

RayScale Team:







作者: Edison    时间: 2008-5-23 02:25
Pete Shirley's Graphics Blog:

Hybrid algorithms

Some movies are made with a "hybrid" algorithm where rasterization is used for the visibility pass and ray tracing is used for some or all of the shading. This raises two questions:

   1. Why is this done rather than using just one algorithm?
   2. Would this technique be good for games?

First question 1: the reason it makes sense to use both is that rasterization is fantastic at dealing with procedural images. It is the basic Reyes look that is still going strong after almost 25 years: for each patch, dice in micropolygons while applying displacements. If you do a billion micropolygons, no problem as they are never stored. The frame buffer is where the action is. Now suppose you want to do ambient occlusion; the best way to do that is ray tracing. But ray tracing on procedural geometry is slow. Using Pharr et al's caching technique is probably the best known method. But an alternative is just not to apply the displacements and use less geometry as PDI did for the Shrek 2 movie (see their siggraph paper for details). That idea goes back to at least Cohen's 85 paper where detailed geometry is illuminated by a coarse model.

Now question 2: would this be good for games. Nobody knows. I will give two arguments, one for, and one against. The reason this will happen is again procedural geometry. But there will not be so much that it wont fit in core. Still doing it with rasterization will help locality and something like a DX10 geometry shader can be used, and efficient use of caches is where the action is and will continue to be. Now an argument against: Whitted-style ray tracing has good locality and thus such complexity is not needed. Once games use ray tracing they may as well use it for visibility for software simplicity. My bet is on the latter, but I sure wouldn't give odds. If graphics teaches us anything, it is that predicting the future is difficult!


Ray Tracing Shading Language

Steve Parker and friends at Utah have developed a ray tracing shading language (RTSL) described in this pdf file. I am very excited about this work for entirely selfish reasons. I like ray tracing partially because of the elegant code. Now add ray packets and SSE and voila-- it makes DirectX code look lovely in comparison. The initial results are that ray packets and SSE can be relegated to a compiler with little or no loss of performance. and the code is pretty sweet looking. I have been looking over the shoulder of this project writing some RTSL code and it really seems to work as well as reported in the paper. A surprise to me is that it is much nicer to write than C++ for me because you avoid the blasted C++ header files.




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