POV-Ray : Newsgroups : povray.off-topic : SEED : Re: SEED Server Time
17 May 2024 17:41:52 EDT (-0400)
  Re: SEED  
From: Mike Horvath
Date: 23 Mar 2018 13:13:23
Message: <5ab535b3$1@news.povray.org>
On 3/22/2018 7:33 PM, Kenneth wrote:
> Mike Horvath <mik### [at] gmailcom> wrote:
>> On 3/22/2018 7:56 AM, Mike Horvath wrote:
>>> https://www.youtube.com/watch?v=81E9yVU-KB8
>>
>> Also this:
>>
>> https://www.youtube.com/watch?v=81E9yVU-KB8
> 
> Those game demos are really impressive-- using DirectX 12 and some kind of new
> raytracing API. But it got me thinking about *how* this real-time raytracing
> technique works-- given that GPUs are not suitable for speeding up raytracing
> calculations (based on lots of past comments here in the newsgroups, anyway.)
> Apparently, only *some* aspects of the game's visuals make use of this new
> API+GPU strategy, the remainder relying on the usual rasterization techniques
> (AFAIU). Take a look here...
> 
>
https://arstechnica.com/gadgets/2018/03/microsoft-announces-the-next-step-in-gaming-graphics-directx-raytracing/
> 
> 
> 

As I understand it, GPUs have advanced far enough that there's no longer 
a show-stopper preventing POV-Ray from making use of GPUs for rendering 
scenes. It's *only* (LOL!) a matter of rewriting POV-Ray from scratch so 
that similar rays are bundled together and processed in batches. Or 
something.

http://news.povray.org/povray.general/thread/%3Cweb.568aea3fed87f78dadb2e4f80%40news.povray.org%3E/


Mike


Post a reply to this message

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