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VadimZabolotnov

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  1. check it out, my real-time opencl ray tracer    http://www.youtube.com/watch?v=1MFSnMGA3BY  
  2. I also read that building LBVH for gpgpu is not good idea. And I read that split-bvh building need bins, but I can't understand what is it bins ? 
  3. How to building sah bvh on gpgpu? can you explain the base concepts for gpgpu?
  4. can you explain how to traverse bvh on gpgpu (for ray tracing)?
  5. I want to write a real time gpgpu ray tracer with ideal soft shadows for simple objects like cubes, spheres and e.t.c. I want to project shadow figure (as analytic function) to light source plane and compute visibled from the point square of the light source .    BVH nodes consists from aabb volumes (cuboids) . compute intersection for refracted ray interests for cube and cuboid. 
  6. How to compute bvh node intersection by ray ? And how to compute refraction ray intersection in aabb ? 
  7. Postie, because that was wow effect after 40 thousands years that we live on earth . we was pioneers in the  universe, that it was. I'am about universe of real world which is in our consciousness and which is connected with other people . that was the real game in real universe. Now it happen again, if we can put living spirits in game . 
  8. dynamic bvh building ( 1.5 million polygons - 350 ms by 1.5 Tflops ) and ray tracing (Full HD x 30 fps, 2.5 TFlops). but, not enough for soft shadows in random. 13 ms - bvh building ( 1.5 million polygons ) , 16 ms - ray tracing (depth-8), other for lighting - and, we get 30 fps (for 40 TFlops). and we must choice - or ray tracing, or motion compensation ( which is 350 ms by 1.5 TFlops ). last look very attractive. and I don't see any research about hard gpgpu animation .
  9. What effects we can get on it (1 gpgpu)?     
  10. samaritian demo looks good than radiosity .. but some fakes are visible . http://www.youtube.com/watch?v=RSXyztq_0uM and only 5-10 TFlops for real-time needed.
  11. 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 .
  12. 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 ?
  13. 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), http://www.youtube.com/watch?v=3V1PwpoDqzM http://www.youtube.com/watch?v=okOlstrshT8&feature=related
  14. shiqiu1105, use global atomics for fetch global buffer with rays . (or increment global rays index) this is faster, because some threads may complited fasts instead another . you can try use a g-buffer for speed up.
  15. [b] [url="http://www.gamedev.net/user/161370-jefferytitan/"]jefferytitan[/url], it mean the first hit for each pixel and then we continue raytracing from there . [/b] [b] [url="http://www.gamedev.net/user/132352-jameszhao00/"]jameszhao00[/url], 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.[/b] [color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][size=3][left][background=rgb(247, 247, 247)]2) All VERTICES from all polygons are traced using sah bvh[/background][/left][/size][/font][/color]