POV-Ray : Newsgroups : povray.off-topic : I have a great idea! Server Time
5 Sep 2024 17:19:40 EDT (-0400)
  I have a great idea! (Message 1 to 10 of 37)  
Goto Latest 10 Messages Next 10 Messages >>>
From: Darren New
Subject: I have a great idea!
Date: 22 Aug 2009 22:22:32
Message: <4a90a7e8$1@news.povray.org>
Let's use the GPU to speed up POV-Ray!

http://www.cgarchitect.com/news/SIGGRAPH-2009-CHAOS-GROUP-GPU.shtml

</Saul>

-- 
   Darren New, San Diego CA, USA (PST)
   Understanding the structure of the universe
    via religion is like understanding the
     structure of computers via Tron.


Post a reply to this message

From: clipka
Subject: Re: I have a great idea!
Date: 22 Aug 2009 22:57:01
Message: <4a90affd@news.povray.org>
Darren New schrieb:
> Let's use the GPU to speed up POV-Ray!
> 
> http://www.cgarchitect.com/news/SIGGRAPH-2009-CHAOS-GROUP-GPU.shtml

Quite impressive. Seems better suited to speed up MCPov than POV-Ray 
though :-P


Post a reply to this message

From: Chambers
Subject: Re: I have a great idea!
Date: 22 Aug 2009 23:46:24
Message: <4a90bb90$1@news.povray.org>
Actually not bad, for having a single primitive type and an extremely 
simplified test scene :)

BTW, one thing I've always disliked about many GI renderers is the need 
to perform multiple passes to get rid of the speckles.  POV's method of 
a single, high quality pass is, I believe, much to be preferred.

...Chambers


Post a reply to this message

From: Darren New
Subject: Re: I have a great idea!
Date: 23 Aug 2009 00:14:51
Message: <4a90c23b$1@news.povray.org>
Chambers wrote:
> Actually not bad, for having a single primitive type and an extremely 
> simplified test scene :)

The test scenes later in the video (I admit it's tedious to watch it 
straight thru) are quite complex.

-- 
   Darren New, San Diego CA, USA (PST)
   Understanding the structure of the universe
    via religion is like understanding the
     structure of computers via Tron.


Post a reply to this message

From: clipka
Subject: Re: I have a great idea!
Date: 23 Aug 2009 04:13:59
Message: <4a90fa47$1@news.povray.org>
Chambers schrieb:
> Actually not bad, for having a single primitive type and an extremely 
> simplified test scene :)
> 
> BTW, one thing I've always disliked about many GI renderers is the need 
> to perform multiple passes to get rid of the speckles.  POV's method of 
> a single, high quality pass is, I believe, much to be preferred.

For real-time rendering the multi-pass approach is much better suited 
though: Just re-starting the render whenever the user pans or dollys 
around gives you a simple and low-latency way of trading speed vs. quality.

I don't think it matters much /how/ a good-quality render is achieved, 
provided that it is achieved in due time. I'd actually prefer a coarse 
speckled preview over being able to quickly see the top-left corner in 
full quality :-), and the only reason why I prefer POV-Ray over MCPov is 
that I think POV-Ray in most cases gives almost the same quality in much 
shorter time (due to the caching of data), and that I find MCPov hard to 
set up (due to the inevitable hassle with portals because it doesn't 
support POV-Ray's classic lighting model).

And strictly speaking, POV-Ray can't do GI in a single pass either: It 
needs radiosity pretrace to achieve any reasonable quality.


Post a reply to this message

From: nemesis
Subject: Re: I have a great idea!
Date: 23 Aug 2009 16:45:01
Message: <web.4a91a9614a01fade3823a23d0@news.povray.org>
Darren New <dne### [at] sanrrcom> wrote:
> Let's use the GPU to speed up POV-Ray!
>
> http://www.cgarchitect.com/news/SIGGRAPH-2009-CHAOS-GROUP-GPU.shtml

Completely mindblowing, specially the later scenes! o_O That's why V-Ray is top
today, without even resorting to unbiased algorithms.

I can also see real-time raytracing in nextgen game engines sooner than
expected.

> </Saul>

huh?


Post a reply to this message

From: Darren New
Subject: Re: I have a great idea!
Date: 23 Aug 2009 18:57:46
Message: <4a91c96a$1@news.povray.org>
nemesis wrote:
>> </Saul>
> huh?

An indication that I wasn't being serious about POV-Ray implementing it.
-- 
   Darren New, San Diego CA, USA (PST)
   Understanding the structure of the universe
    via religion is like understanding the
     structure of computers via Tron.


Post a reply to this message

From: clipka
Subject: Re: I have a great idea!
Date: 23 Aug 2009 19:01:08
Message: <4a91ca34@news.povray.org>
nemesis schrieb:
> Completely mindblowing, specially the later scenes! o_O That's why V-Ray is top
> today, without even resorting to unbiased algorithms.

Sure it's unbiased? Looks like a monte-carlo approach to me.

> 
> I can also see real-time raytracing in nextgen game engines sooner than
> expected.

Yup. Though gamers will need to get used to the noisy images when they 
move... which is virtually constantly :-P.

The game engine designers will also need to find a way to not fully 
re-render a scene just because /something/ in it moved.


Post a reply to this message

From: Darren New
Subject: Re: I have a great idea!
Date: 23 Aug 2009 19:07:43
Message: <4a91cbbf$1@news.povray.org>
clipka wrote:
> Yup. Though gamers will need to get used to the noisy images when they 
> move... which is virtually constantly :-P.

There's already noise in images. It just shows up as a lack of detail, 
instead. (Of course, you'd probably have both, since they're coming from 
different causes.)

> The game engine designers will also need to find a way to not fully 
> re-render a scene just because /something/ in it moved.

I wouldn't think that's difficult, if you're doing GI to start with. 
Certainly only the stuff you didn't see before would need to be re-rendered.

-- 
   Darren New, San Diego CA, USA (PST)
   Understanding the structure of the universe
    via religion is like understanding the
     structure of computers via Tron.


Post a reply to this message

From: clipka
Subject: Re: I have a great idea!
Date: 23 Aug 2009 20:17:00
Message: <4a91dbfc$1@news.povray.org>
Darren New schrieb:
>> The game engine designers will also need to find a way to not fully 
>> re-render a scene just because /something/ in it moved.
> 
> I wouldn't think that's difficult, if you're doing GI to start with. 
> Certainly only the stuff you didn't see before would need to be 
> re-rendered.

... and that space where /something/ was before.

And anything that could possibly be affected by the resulting change in GI.


Post a reply to this message

Goto Latest 10 Messages Next 10 Messages >>>

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.