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NVIDIA Launches The World's First Interactive Ray Tracing Engine

Soldato
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SIGGRAPH 2009, NEW ORLEANS—Aug. 4, 2009— NVIDIA, the leader in GPU computing, today introduced the NVIDIA® OptiX™ ray tracing engine, part of a suite of application acceleration engines for software developers. NVIDIA acceleration engines make it easy to incorporate valuable, high-performance capabilities into applications, while simultaneously reducing development time.

NVIDIA application acceleration engines unveiled at Siggraph 2009 include:

* NVIDIA® OptiX™ engine for real-time ray tracing
* NVIDIA® SceniX™ engine for managing 3D data and scenes
* NVIDIA® CompleX™ engine for scaling performance across multiple GPUs
* NVIDIA® PhysX® 64-bit engine for real-time, hyper-realistic physical and environmental effects

http://www.nvidia.com/object/io_1249366628071.html
 
Interesting... a high performance, affordable, ray tracing engine could move game technology on a whole generation...
 
Nvidia's marketing department sure love the letter X. I doubt this will improve much though as developers are rushing games out unfinished and buggy, with very pretty graphics which still don't push the limits of current technology as they end up unoptimised (see GTA4) and slow.

I would rather them make sure their DirectX11 drivers are astonishingly good rather than design a raytracer we really don't need yet.
 
ray tracing essentially is tracing a line through 3D space to see what it collides with... useful for lighting/shadows, fluids, physics and loads of other things...
 
I don't understand :p What is a ray tracer.

Rroff explained rather well, it's essentially the thing they use at Pixar/Dreamworks to create shadows on everything and simulate everything, but they do it in the CPU which is very slow. Nvidia is trying to speed it up by moving it to the massively parallel shaders of a GPU.
 
Rroff explained rather well, it's essentially the thing they use at Pixar/Dreamworks to create shadows on everything and simulate everything, but they do it in the CPU which is very slow. Nvidia is trying to speed it up by moving it to the massively parallel shaders of a GPU.

Its will run on other GPUs than just NV i take it ?.
 
On a CPU its VERY slow - best I've managed personally is 5fps at 640x480 and that was just the barest of lighting effects...

With a decent hardware implementation we could have pixar quality visuals in games with a unified lighting system that affects everything the same, etc.

Currently in most video games you have a variety patch work of shadow systems used, leading to many inconsistancies and artifacts such as shadows bleeding through walls/floors, not affecting some objects, static and dynamic shadows conflicting, etc.
 
Roff was that on a E6600? Just wondering what an OC'd i7 would be able to do, maybe 10-12FPS :p
 
Roff was that on a E6600? Just wondering what an OC'd i7 would be able to do, maybe 10-12FPS :p

As it happens yeah it was on the E6600... it was only single threaded tho - so could prolly double that with threading... in theory that would give just about playable fps on an i7 tying up all the cores... but that was just basic shadows not a full on ray tracing engine.
 
If it makes it in to games then mirror-finish surfaces will be the new lens-flare / bloom ;)

mutliplereflectivespher.jpg
 
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intel might be the "daddy" of ray tracing - but they will never get anywhere in the gaming world - they don't produce drivers that have either the level of feature richness or the update frequency to support new titles...

I agree wush once this becomes more common we'll see it plastered on every possible corner til people are sick of it :S
 
intel might be the "daddy" of ray tracing - but they will never get anywhere in the gaming world - they don't produce drivers that have either the level of feature richness or the update frequency to support new titles...

I agree wush once this becomes more common we'll see it plastered on every possible corner til people are sick of it :S

Intel might do bad things to nvidia over the next two years.

Yeah, I'm sure once the nvidia marketing team are finished with ray tracing it will be just another sticker on a box.

* NVIDIA® OptiX™ engine for real-time ray tracing
* NVIDIA® SceniX™ engine for managing 3D data and scenes
* NVIDIA® CompleX™ engine for scaling performance across multiple GPUs
* NVIDIA® PhysX® 64-bit engine for real-time, hyper-realistic physical and environmental effects
 
Intel might do bad things to nvidia over the next two years.

Yeah, I'm sure once the nvidia marketing team are finished with ray tracing it will be just another sticker on a box.

* NVIDIA® OptiX™ engine for real-time ray tracing
* NVIDIA® SceniX™ engine for managing 3D data and scenes
* NVIDIA® CompleX™ engine for scaling performance across multiple GPUs
* NVIDIA® PhysX® 64-bit engine for real-time, hyper-realistic physical and environmental effects

might... but they'll need to light a fire under their driver team first.
 
NVIDIA Acquires Rayscale

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NVIDIA Acquires Rayscale
Posted by Regeneration on May 22nd, 2008, 07:52 PM

Word from Sunny Santa Clara-based NVIDIA Corp, is that the graphics giant has moved in on an acquisition of Utah-based RayScale, a 10 year-old start-up and productization of development work from few key people at the University of Utah. RayScale currently has a product available for Autodesk Maya, dubbed LightNow. Lightnow apparently offers interactive feedback with physically-based ray tracing techniques, in combination with high quality batch rendering. One of the advantages of physical-based rendering is that it automatically calculates raytraced shadowing from all available light sources.

Rayscale is currently in the beta phase of their first product release with support for the following features:

* Lambert, Phong, PhongE, Blinn, and Anisotropic materials
* Maya lights
* Fully responsive ray traced rendering window that updates to changes in the Maya model's geometry or materials
* Integration with Maya Rendering window
* Simple ray tracing
* Global illumination
* HDR rendering
* Environment mapping

This new acquisition, from NVIDIA's perspective, certainly underscores the importance of Raytracing technology in conjunction with standard rasterization techniques. Previously NVIDIA was a bit cool on the topic of Raytracing, with some NVIDIA execs pointing out its shortcomings in rendering speed, referring to it only as complementary in certain scenarios.
http://www.ngohq.com/news/14016-nvidia-acquires-rayscale.html
 
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