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And to make ray-tracing practical on a mobile device would require a performance improvement of literally 100s if not 1000s of times. And since ray-tracing isn't one single algortihm it would require multiple, significant breakthoughs. I just don't see it. More likely to me is that some part of this process is relevant to PowerVRs rendering engine, perhaps the optimised ray-casting altgorithm that can be used to speed up the tile-based rasterizer, and they wanted that piece specifically. Or they want the IP for non-mobile product development.Well, breakthroughs in algorithmic efficiency (where a floating point utilisation saving can be made) are always more valuable than "brute force" hardware improvements. That being said, in my experience massive algorithmic performance improvements tend to come with quite severe restrictions on their scope of applications, in comparison to the traditional algorithm they are replacing (I'm talking in general terms about numerical methods here, not specifically about ray tracing).
Still, it's an interesting development that is well worth watching. But algorithmic improvements or not, ray tracing is still heavily reliant on floating point power, and massive floating point performance is extremely difficult to scale down to low-power devices. For that reason, I can't see it finding a home in mobile devices before it is implemented on desktops.
Also, while digging for further information in their site I came across this from SIGGRAPH 2009:
So: Their own demo,full-sized custom add-on board, VGA resolution (800X600 max) at 5 times frames a second.The scene shows the highly flexible OpenRL API in action with a multi-million polygon architectural scene. Over 80 complex materials, all created in Autodesk 3Ds Max Design and automatically converted to standard OpenGL Shading Language (GLSL) are required to render the scene. Many highly incoherent secondary rays are cast through the scene demonstrating effects such as shadows, high dynamic range lighting, spherical lens camera and glossy reflections all in real-time. Scene dynamism is demonstrated showing geometry, shader, lighting and camera changes all occurring without work-flow interruption. At VGA resolution the scene renders at approximately 5 frames-per-second, with raytraced HDR, Domelight, Reflections, Refractions, etc.
And you think they are going to bring ray-tracing to mobile devices? Dream on.