Computationaly cheap raytracing?

Computationaly cheap raytracing?

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Deathblane
Posts: 505
Joined: 01 Feb 2006, 01:22

Computationaly cheap raytracing?

Post by Deathblane »

http://news.bbc.co.uk/1/hi/technology/6457951.stm

Well aside from the incorrectly labeled 'Quake' spider-daemon the article makes some interesting points.
Even if it'll require a rather good pc currently to run the algorithms thats still a vast improvement over needing a super-computer, and of course the algorithms are open-source.
Last edited by Deathblane on 16 Mar 2007, 17:58, edited 1 time in total.
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iamacup
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Post by iamacup »

someone tried to discuss this in OSRTS i believe, but still its well of home usage but very cool :P at least it will keep the maths and physics people in jobs for a little longer ;-).
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Licho
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Post by Licho »

Yeah they produced quake with cluster of 20x AMD XP 1800 ..
that's really "cheap" ;-)
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AF
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Post by AF »

AMD 1800 XP? They arent very good IIRC...
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iamacup
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Post by iamacup »

universities go for quantity over quality when it comes to computer hardware :P
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rattle
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Post by rattle »

I could have sworn the spider demon was flatter.
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KDR_11k
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Post by KDR_11k »

AF wrote:AMD 1800 XP? They arent very good IIRC...
They were back when they did that.

Either way raytracers have little to no benefit for games even if you can run them fast, all the cool stuff would slow it down too much so the net result doesn't look any different from the Doom 3 engine.

I recall a demonstration of realtime raytracing using Quake 3 that involved the arachnotron (is that what it was called?) because there's a model of it for Quake 3.
Kloot
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Post by Kloot »

The algorithms aren't open-source, just the OpenRT API.

That shot in the article is from Q3RT BTW, which is basically Q3 with its renderer replaced as an academic study by the same people.
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