Ray tracer performance

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17 comments, last by Geri 11 years, 10 months ago
Hi, i am mading a real time ray tracer just for fun, when i get an idea i adding it to the code, sometimes i making some bugfixes in it. After a few years ago (when cpu's that can run it smoothly being invented :D) i will add it to my existing game engine.

I meant this topic to compare our ray tracer's speed, i alreday searched ppls on my msn who are tryed to made theyr own raytracer codes, but most of them are retyred from it, few of them maded unbeatable slow codes, and some of them are maded fully different type of geometry input. This is why i am opened this topic, to get some results and comparisons.

Voxel and Triangle based raytracer's results are also welcome! GPU and CPU versions too. Generic talk from ray tracing, and learning from each other are wery wanted ;)

So, to begin the thread, i post my results here and parameters:


codename: raj trakker
platform: CPU (windows, linux)
type: fully triangle-based

speed:
cpu: core2quad @ 2,3 ghz
loading time: 6 sec
poly num: approx ~25 000
res: 128x128
effects: one light and one shadow ray
fps: 4 fps

raj trakker
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Check this forum: http://ompf.org/forum . It's all about ray tracing, with an emphasis on real-time. Quite some ompf members lurk on GameDev too btw.

Shameless plug: Check my real-time ray tracer, Arauna: http://igad.nhtv.nl/~bikker . The release of a real-time path tracer is imminent, two more weeks. Name is Brigade. Check it out on YouTube:

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And here's a video of a game done with Arauna:

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Greets,
Jacco.
Thanks for your reply. What GPU is needed to your software to reach 30 fps in 800x800?

(ps i wanted to check the benchmark on your page ,,Arauna benchmark'' but it drwatson'd at my computer: 2x1666 amd k7/msi k7d/1 gbyte ram/xp sp3/radeon 9800pro)

[Edited by - Geri on June 18, 2010 3:30:44 AM]
Arauna doesn't use a GPU at all. 800x800 @ 30fps would require (depending on the scene) a quadcore processor, ideally an i7. With one of those that performance level is not too hard to reach. Brigade does use the GPU, but it's a path tracer, so you can't speak in terms of fps, it's all about the number of samples per second you can produce. You basically balance resolution, noise and frame rate rather than just resolution and frame rate.

Arauna on AMD: That's a problem, sorry about that. I believe the version that was posted here does work.
http://yscik.com/jf/datas/users/122-cpuz.jpg

same crash.

applog contains just this: Logging started.
Ah but that CPU doesn't even have SSE2... In that case you can't even compile Arauna yourself; it has tons of hand-written SSE2 code. Sorry about that. Then again, your CPU is ancient, you should be grateful it still works. ;)
if this case, i will try it on my p4 laptop, that has sse2.

(btw this K7-s are survivors, like the old 400 celerons was in theyr time, you should support them ;) )
i tested your code on my pentium4 laptop succesfully, it rund on 1-4 fps on its default window size.
some new shot:

http://yscik.com/jf/datas/users/122-rajgoku2.jpg

i rendered it with bigger res too
Hi, you can try mine from here: Been a while since I worked on it...

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