POV-Ray : Newsgroups : povray.off-topic : GPU rendering : Re: GPU rendering Server Time
5 Sep 2024 01:19:34 EDT (-0400)
  Re: GPU rendering  
From: scott
Date: 14 Jan 2010 03:21:06
Message: <4b4ed3f2$1@news.povray.org>
>> Sure, but there simply aren't the people willing to do the work for free. 
>> Look how long it's taken from 3.6 to 3.7 beta, what hope is there of a 
>> complete rewrite for the GPU before 2020?
>
> What hope is there for an old-fashioned, dog-slow, CPU-only raytracer to 
> still be alive by 2020?

Because nothing else will come along with a nice SDL like POV has.  Almost 
all other raytracers *require* you to use an external mesh modeller to 
generate your scene - POV doesn't which IMO is its strongest point.

> The guys there ported the ray intersection code and the space 
> partitioning.

Sure, that's relatively simple for triangles, but that is only a tiny part 
of POV.  The interesting parts are all the other primitives and the material 
options.  I suspect to convert those would be order of magnitudes more work 
than just the ray-triangle intersection test.

> And are working now on refining load balance.  Good starting points 
> without much pain if you ask me...  I'd leave troubles with non-triangle 
> surfaces out.

If you only want to render triangle meshes then I would suggest that POV 
isn't the best tool for the job.


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