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From: nemesis
Subject: GPU rendering
Date: 10 Jan 2010 20:25:00
Message: <web.4b4a7d4c44bd14e420a3a3640@news.povray.org>
http://www.refractivesoftware.com/

first VRay going GPU, now this commercial unbiased renderer... I feel a trend
here.  Seems like the GPU is more capable for raytracing than most are willing
to accept.  This one is based on CUDA.


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From: andrel
Subject: Re: GPU rendering
Date: 11 Jan 2010 01:07:19
Message: <4B4AC016.7040507@hotmail.com>
On 11-1-2010 2:22, nemesis wrote:
> http://www.refractivesoftware.com/
> 
> first VRay going GPU, now this commercial unbiased renderer... I feel a trend
> here.  Seems like the GPU is more capable for raytracing than most are willing
> to accept.  This one is based on CUDA.
> 

'Accept' is not the right word. It suggests someone is not willing to 
look into it. Until now everytime someone looked at it, it was simply 
not feasible. Whether it is feasible now someone has to sit down and 
try. Are you volunteering?


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From: Orchid XP v8
Subject: Re: GPU rendering
Date: 11 Jan 2010 05:37:08
Message: <4b4aff54$1@news.povray.org>
nemesis wrote:

> Seems like the GPU is more capable for raytracing than most are willing
> to accept.

It seems to me more like nobody is willing to accept that the GPU is 
unsuitable. Everybody and their aunt has tried!

Me? I hope somebody gets it to work...

-- 
http://blog.orphi.me.uk/
http://www.zazzle.com/MathematicalOrchid*


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From: Warp
Subject: Re: GPU rendering
Date: 11 Jan 2010 10:57:02
Message: <4b4b4a4d@news.povray.org>
nemesis <nam### [at] gmailcom> wrote:
> [-- text/plain, encoding 8bit, charset: iso-8859-1, 8 lines --]

> http://www.refractivesoftware.com/

> first VRay going GPU, now this commercial unbiased renderer... I feel a trend
> here.  Seems like the GPU is more capable for raytracing than most are willing
> to accept.  This one is based on CUDA.

  There's a difference: Most raytracers out there are not POV-Ray. They
usually support exactly one type of primitive: A triangle. (The fancier
ones might even support non-tesselated NURBS surfaces, oooh...)

-- 
                                                          - Warp


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From: nemesis
Subject: Re: GPU rendering
Date: 11 Jan 2010 12:35:51
Message: <4b4b6177@news.povray.org>
andrel escreveu:
> Whether it is feasible now someone has to sit down and 
> try. Are you volunteering?

I don't have that kind of skill at all, both regarding the math and the 
C++ programming.

-- 
a game sig: http://tinyurl.com/d3rxz9


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From: nemesis
Subject: Re: GPU rendering
Date: 11 Jan 2010 12:37:37
Message: <4b4b61e1@news.povray.org>
Warp escreveu:
>   There's a difference: Most raytracers out there are not POV-Ray. They
> usually support exactly one type of primitive: A triangle.

Too bad.  For POV-Ray, that is.

Hopefully someone will try its hand at least to speed up povray triangle 
handling.


-- 
a game sig: http://tinyurl.com/d3rxz9


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From: andrel
Subject: Re: GPU rendering
Date: 11 Jan 2010 14:49:33
Message: <4B4B80CD.3030000@hotmail.com>
On 11-1-2010 18:37, nemesis wrote:
> Warp escreveu:
>>   There's a difference: Most raytracers out there are not POV-Ray. They
>> usually support exactly one type of primitive: A triangle.
> 
> Too bad.  For POV-Ray, that is.
> 
> Hopefully someone will try its hand at least to speed up povray triangle 
> handling.
> 
It would be extremely difficult to handle triangles, and e.g. spheres or 
isosurfaces consistently if you use different ways of computing them.


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From: scott
Subject: Re: GPU rendering
Date: 12 Jan 2010 04:54:13
Message: <4b4c46c5@news.povray.org>
>> Hopefully someone will try its hand at least to speed up povray triangle 
>> handling.
>>
> It would be extremely difficult to handle triangles, and e.g. spheres or 
> isosurfaces consistently if you use different ways of computing them.

Yes, unless you do the whole lot on the GPU you're going to get bogged down 
with CPU<>GPU communications.

If you converted POV to run on the GPU then it would take a huge amount of 
work and would no longer be as portable as it is today.  AFAIK the POV team 
don't want either of those two things so it's not going to happen.


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From: nemesis
Subject: Re: GPU rendering
Date: 12 Jan 2010 19:17:20
Message: <4b4d1110$3@news.povray.org>
scott wrote:
>>> Hopefully someone will try its hand at least to speed up povray 
>>> triangle handling.
>>>
>> It would be extremely difficult to handle triangles, and e.g. spheres 
>> or isosurfaces consistently if you use different ways of computing them.
> 
> Yes, unless you do the whole lot on the GPU you're going to get bogged 
> down with CPU<>GPU communications.
> 
> If you converted POV to run on the GPU then it would take a huge amount 
> of work and would no longer be as portable as it is today.

But would be much faster!  Take a look here:

http://vimeo.com/8487987

it's an experimental and limited port of the open-source unbiased 
renderer Luxrender to OpenCL.  Experimental or not and OpenCL being very 
early and not mature enough, it already boasts an incredible boost over 
CPU-only code!

Can you imagine what povray could do comparatively without getting 
boiled down by unbiased techniques?!

CUDA would limit portability, but not OpenCL.

> AFAIK the 
> POV team don't want either of those two things so it's not going to happen.

So that means povray will be the slowest raytracer around, is that 
right?  Good Lord, it's sad that 3.7 is not out yet and it was once one 
of the fastest and first raytracers to go multicore... now it's being 
beaten by unbiased renderers!


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From: Nicolas Alvarez
Subject: Re: GPU rendering
Date: 12 Jan 2010 19:58:56
Message: <4b4d1ad0$1@news.povray.org>
nemesis wrote:
> Good Lord, it's sad that 3.7 is not out yet

Are you contributing to the code?


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