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scott wrote:
>> How about, say, volumetric fog? ;-)
>>
>> I have yet to see any GPU of any description get that right...
>
> A couple of papers show how to do realistic physics-based smoke/cloud
> true volumetric effects (not just static fog):
>
> http://developer.download.nvidia.com/presentations/2007/gdc/RealTimeFluids.pdf
>
> http://www.markmark.net/dissertation/harrisDissertation.pdf
>
> Also real-time volumetric lighting is no problem, in fact Crysis uses it
> and I'm sure there's an nVidia demo kicking about somewhere.
All I know is that every time I play HalfLife 2 (hailed for it's
ground-breaking graphics), I'm struck by how cheese and lame all the fog
effects look.
Crysis? Isn't that that game that requires a small render farm to play? ;-)
>> For that matter, I've yet to see any GPU do physically correct
>> reflections [although surely it can't be *that* hard?],
>
> The reason there is no effort put into doing this is because doing the
> reflection/environment map method is good enough.
Probably.
>> nor global illumination that isn't pre-computed [and hence won't
>> change when objects move around].
>
> http://realtimeradiosity.com/demos/
>
> Real time ambient is done in the "Cascades" demo from nVidia. Each
> voxel on the surface traces out (32 IIRC) rays to work out the GI at
> that point. OK so it's not perfect (other geometry doesn't affect it)
> but it's certainly better than no GI.
Cascades sounds interesting. I'd certainly like to watch it. However, it
requires a more expensive GPU and a more expensive OS before it will
even consider running, so that's kind of the end of that.
> What you have to bear in mind with all these things, is that they have
> to be designed to work when a frame takes 15 ms to render. If reducing
> the accuracy by 10% speeds up rendering by 50%, the speed-up option is
> taken. Always.
Yes. And that is why POV-Ray can do things that a GPU can't. POV-Ray
isn't *trying* to be real-time. ;-)
I could add things like isosurfaces to the list. (Have you ever seen a
game where the water *actually ripples* rather than just surface normal
tricks?) The point is, POV-Ray has vastly more time to spare, so of
*course* it can do a better job than any GPU can. Hardly surprising, really.
Just don't try to tell me a GPU can do everything POV-Ray can. ;-)
--
http://blog.orphi.me.uk/
http://www.zazzle.com/MathematicalOrchid*
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