标题: N卡演示实时光线追踪渲染 [打印本页] 作者: xblues 时间: 16-8-2008 15:55
提示: 作者被禁止或删除, 无法发言标题: N卡演示实时光线追踪渲染 Real-time GPU ray-tracing demoed at Siggraph
from Neowin Back Page News http://techreport.com/discussions.x/15317
Quote -
Based purely on NVIDIA GPU technology, the ray tracer shows linear scaling rendering of a highly complex, two-million polygon, anti-aliased automotive styling application.
At three bounces, performance is demonstrated at up to 30 frames per second (fps) at HD resolutions of 1920x1080 for an image-based lighting paint shader, ray traced shadows, and reflections and refractions running on four next-generation Quadro GPUs in an NVIDIA Quadro Plex 2100 D4 Visual Computing System (VCS).
Images look so inferior to most games which dont use ray tracing, dont run at 1080p and dont have a more powerful system
[ 本帖最后由 xblues 于 16-8-2008 12:58 编辑 ]作者: chenyi1976 时间: 16-8-2008 22:22
提示: 作者被禁止或删除, 无法发言
看上去好假。作者: jlcgydzq 时间: 16-8-2008 22:51
linear scaling rendering! i do think only indigenous people in africa have been drawing on such an obsolete rendering engine in the lines of digital graphic art,in particular in industrial design.just kidding why not try vray engine,finalrender engine and brazil engine? nowadays the global illumination engines completely support genuine ray traced calculation.they are more efficient and more convincing in CG art.作者: jlcgydzq 时间: 16-8-2008 23:12
for reference only [attach]29862[/attach]作者: xblues 时间: 16-8-2008 23:34
提示: 作者被禁止或删除, 无法发言
光线跟踪是最完美的渲染算法了吧?没有人工取巧,是完全的运算,算法简单,容易理解,靠硬件傻算了。
其他的算法的发明都是为了节省运算时间,而从算法上取巧,现在的多种被广泛采用的渲染算法就是这样了。