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scott wrote:
>> Mmm, I'm seeing *a lot* of references to the PS3 in relation to high
>> performance computing. I know nothing about it, but from the sheer
>> weight of references, I'm guessing it's moderately well-equipted?
>
> There's a nice article on Wikipedia about the processor
>
> http://en.wikipedia.org/wiki/Cell_processor
Yeah, I'm reading about it now. (Hmm, I guess I'm not the only person
who still thinks 512 MB RAM is a lot. ;-)
>> Actually, just porting POV-Ray to run on a GPU would probably yield
>> some interesting speedups. You'd have to radically restructure the
>> program to take advantage of the way GPUs work, but it should be quite
>> fast...
>
> The problem is still floating point precision on the GPU - wait until
> they get double precision throughout the pipeline and we'll begin to see
> some interesting stuff.
nVidia GeForce 200 series is ment to offer double-precision when driven
using CUDA...
> Also, as Warp always mentions, realistic
> multi-level reflections and refractions are not simple at all (compared
> to the basic "environment mapping" that almost every game uses).
It's a completely different algorithm to be sure. The mathematics is
simple enough - it's figuring out how to make it efficient on real-world
hardware that's the hard part. ;-)
--
http://blog.orphi.me.uk/
http://www.zazzle.com/MathematicalOrchid*
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