|
|
scott escreveu:
>> GPU acceleration will be useful when the following conditions are met:
>> 1) Support for sophisticated branching
>> 2) Full double-precision accuracy
>> 3) Large memory sets (other than textures)
>> 4) Independent shaders running on distinct units.
>
> I think all those conditions are already met. For me the only barrier
> to not implementing POV on the GPU is the developer effort needed, and
> the risk that it might be wasted if the overall technology changes of
> programming GPUs in the next 5-10 years.
>
> Maybe there are some small problems that have to be worked around, but
> IMO GPUs are powerful enough today to run something like POV. I already
> made demo applications that do raytraced spheres and isosurfaces on the
> GPU (and my GPU is not even a modern one, it still has certain
> limitations), so I'm pretty sure something *could* written in OpenCL or
> CUDA on a new GPU and would handle POV fine, including all primitives
> and texturing. It's just the effort needed, and whether it will all be
> wasted in 5 years when something new appears.
Thank you. I appreciate your open-mindedness. I can perfectly accept
lack of human resources as a fine excuse, the others are just BS.
hey, I'd rather be a dick than have my head into my ass.
--
a game sig: http://tinyurl.com/d3rxz9
Post a reply to this message
|
|