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xma

Member Since 05 Jun 2011
Offline Last Active Feb 07 2014 12:58 PM

#5124710 how to traverse bvh on gpgpu (for ray tracing)?

Posted by xma on 18 January 2014 - 03:06 PM

can you explain how to traverse bvh on gpgpu (for ray tracing)?




#5018104 40 TFlops gpgpu in 2017, 128 Gb DRAM, 2 Tb/s bandwidth

Posted by xma on 06 January 2013 - 01:33 AM

What effects we can get on it (1 gpgpu)? 

 

 

nvidia+roadmap+2017.JPG




#5011343 What graphics quality in real-time (~30 fps) we can get on 1 PFlops gpgpu wit...

Posted by xma on 16 December 2012 - 02:19 PM

MarkS, "x24 gpgpu (35 TFlops) ~0,84 Pflops" - 3 servers with 8 top videocards in each in 2016 is 0,84 Pflops .
Can we render something interesting on it (more interesting than on one videocard) ? samaritian demo render on 3 gtx580 for example . and it looks good .


#5011335 What graphics quality in real-time (~30 fps) we can get on 1 PFlops gpgpu wit...

Posted by xma on 16 December 2012 - 02:01 PM

MarkS,
2016 - x24 gpgpu (35 TFlops) ~0,84 Pflops
Looks good ! ))

for this trailers for real time - can up to 100 PFlops . But I think that is not enough.

So, what kind of graphics we can get on such systems ?


#5011240 What graphics quality in real-time (~30 fps) we can get on 1 PFlops gpgpu wit...

Posted by xma on 16 December 2012 - 06:31 AM

What graphics quality in real-time (~30 fps) we can get on 1 PFlops gpgpu with 16-20 Gb memory ?


what system needs for real-time for scenes below (multiCISC, RISK? PFlops ?) ?

(where Sarah Kerrigan),






#4955583 ray trace

Posted by xma on 04 July 2012 - 04:15 AM

jefferytitan, it mean the first hit for each pixel and then we continue raytracing from there .

jameszhao00, all bounding rays lies in one nearest to interected polygons bvh node. We may have artefacts only with small objects on this trace way. Or what are you about ? I don't understand you.

2) All VERTICES from all polygons are traced using sah bvh




#4954980 ray trace

Posted by xma on 02 July 2012 - 12:12 PM

Hi !

What do you think about , below

ray trace engine as

ray depth - 0 - raysterization
ray depth - 1 - ray tracing

?

And for more I have some ideas about optimizations for ray depth - 1.

If you interested about it I 'am write it.


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