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Graphics Software Hardware

New Graphics Firm Promises Real-Time Ray Tracing 136

arcticstoat writes "A new graphics company called Caustic Graphics reckons it's uncovered the secret of real-time ray tracing with a chip that 'enables your CPU/GPU to shade with rasterization-like efficiency.' The new chip basically off-loads ray tracing calculations and then sends the data to your GPU and CPU, enabling your PC to shade a ray-traced scene much more quickly. Caustic's management team isn't afraid to rubbish the efforts of other graphics companies when it comes to ray tracing. 'Some technology vendors claim to have solved the accelerated ray tracing problem by using traditional algorithms along with GPU hardware,' says Caustic. However, the company adds that 'if you've ever seen them demo their solutions you'll notice that while results may be fast — the image quality is underwhelming, far below the quality that ray tracing is known for.' According to Caustic, this is because the advanced shading and lighting effects usually seen in ray-traced scenes, such as caustics and refraction, can't be accelerated on a standard GPU because it can't process incoherent rays in hardware. Conversely, Caustic claims that the CausticOne 'thrives in incoherent ray tracing situations: encouraging the use of multiple secondary rays per pixel.' The company is also introducing its own API, called CausticGL, which is based on OpenGL/GLSL, which will feature Caustic's unique ray tracing extensions."
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New Graphics Firm Promises Real-Time Ray Tracing

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  • Shitty summary! (Score:5, Informative)

    by drinkypoo ( 153816 ) <drink@hyperlogos.org> on Friday March 13, 2009 @07:21PM (#27188029) Homepage Journal

    Stop copying and pasting the article to generate almost the entire summary, especially when you don't do it right. The However, the company adds that 'if you've ever seen them demo their solutions you'll notice that while results may be fast -- the image quality is underwhelming, far below the quality that ray tracing is known for.' makes it look like you're talking about the Image quality of Caustic's new solution, which is obviously wrong. Here's the real paragraph:

    "Some technology vendors claim to have solved the accelerated ray tracing problem by using traditional algorithms along with GPU hardware," says Caustic, referring to companies such as Nvidia which recently demonstrated real-time ray tracing using CUDA . However, the company adds that "if you've ever seen them demo their solutions you'll notice that while results may be fast--the image quality is underwhelming, far below the quality that ray tracing is known for."

    In other words, it was someone at Caustic talking about everyone else's solutions, the opposite of the implication of the summary!

  • Re:"Caustic"? (Score:5, Informative)

    by flewp ( 458359 ) on Friday March 13, 2009 @07:25PM (#27188069)
    I assume you're kidding, but for the uninitiated: Caustics also refers to light reflected and refracted by a curved object. Think the pattern of light cast by a glass on your desk, or thrown off by a ring sitting on a surface.
  • Re:"Caustic"? (Score:3, Informative)

    by Tablizer ( 95088 ) on Friday March 13, 2009 @07:28PM (#27188101) Journal

    I assume you're kidding, but for the uninitiated: Caustics also refers to light reflected and refracted by a curved object. Think the pattern of light cast by a glass on your desk, or thrown off by a ring sitting on a surface.

    Or the skewed image of a star caused by an imperfect telescope lens.
         

  • by DMUTPeregrine ( 612791 ) on Friday March 13, 2009 @07:34PM (#27188181) Journal
    Caustics are light reflected and/or refracted by curved surfaces. The pattern of light lines on the bottom of a pool is one of the more common types of caustic. The company chose a graphics term. The graphics people chose a term that has another, more understood meaning.
  • Re:Big deal. (Score:5, Informative)

    by CarpetShark ( 865376 ) on Friday March 13, 2009 @07:40PM (#27188255)

    Juggler was very impressive for the time, but it was "only" real time high-color-depth animation playback (although even the compression method used was probably impressive back then). It was not real-time raytracing. Yes, Amigas were famously one of the first computers that made raytracing possible for home (or even pro movie/TV) users back then, but I remember that rendering a simple raytraced scene (a couple of primitives) in apps like Imagine 3D would have to run for a few hours, if not overnight. That might have been on an Amiga 1200, rather than my older 500, too.

  • Re:Big deal. (Score:3, Informative)

    by RightSaidFred99 ( 874576 ) on Friday March 13, 2009 @07:41PM (#27188271)

    Yeah. _Not_ in real time. I admit the article is confusing, but that Amiga anim was not done in real time.

    The rendered images were encoded in the Amiga's HAM display mode and then assembled into a single data file using a lossless delta compression scheme similar to the method that would later be adopted as the standard in the Amiga's ANIM file format.

  • by Animaether ( 411575 ) on Friday March 13, 2009 @07:48PM (#27188345) Journal

    You must have misread the article... it reads "20x", not "20%".

    I.e. a 1900% increase. Or however one would put that. 20 times faster.. much easier. Still within the margin of error? :)

    ( also per the article, they're actually pondering 200x faster down the line. )

  • by Anonymous Coward on Friday March 13, 2009 @07:58PM (#27188465)

    performance: 20x speed-up ("from what" is unanswered at this time) to 200x speed-up down the line
    limits: limited more by your machine than the card
    dynamic scenes: it's an accelerator - if the renderer can, then it still can with this card
    sorting (accelerations structure building, I think you mean?): wouldn't know but seeing as it's supposed to accelerate the ray tracing process, I would imagine it's either on the card or via their own algorithms in software
    photon mapping/MLT/etc.: it's an accelerator. If the method traces rays, then the card can accelerate it. This applies to most of the methods you mention.
    performance comparison: should be coming up later - but presumably much better than software-only methods and better than GPU-assisted methods
    image quality: it's an accelerator - image quality would depend mostly on the renderer that invokes the card, not the card itself.
    geometric primitives: I believe they had at least a sphere thing going on.. presumably, again, that means that other mathematically-defined surfaces could be calculated 'as is' as well. If not, cast them to a mesh - doesn't hurt that much.
    textures: n/a
    algorithms: their own
    acceleration structure: probably a closely guarded secret

    if you want actual answers, try...
    http://forums.cgsociety.org/showthread.php?f=59&t=739494 [cgsociety.org]
    and
    http://twitter.com/causticgraphics [twitter.com]

  • by Anonymous Coward on Friday March 13, 2009 @08:07PM (#27188541)

    http://www.youtube.com/watch?v=B3qtq27J_rQ [youtube.com]

    ( no, not a realdoll advert - it's a vid of their current test card being twirled around in a human's hands. then again, maybe they raytraced that )

  • by Animaether ( 411575 ) on Friday March 13, 2009 @08:37PM (#27188815) Journal

    "Global Illumination"

    It's a bit of a not-so-well-defined term, really, but within the context of current generation renderers, global illumination involves calculating not just direct lighting (i.e. a spot lighting a wall), but also diffuse indirect lighting (the light hitting the wall (dimly) illuminating the rest of the room) and even specular indirect lighting (such as caustics - like the light patterns you see in pools).

  • by Toonol ( 1057698 ) on Friday March 13, 2009 @08:55PM (#27188961)
    At some point (not too far away), the average size of a polygon in a scene will drop to one pixel or smaller. It seems like the different rendering techniques will merge together... a bit like the strong, weak, and electromagnetic forces merged.
  • by mikael ( 484 ) on Friday March 13, 2009 @09:04PM (#27189055)

    That's how just about all ray-tracers work. The problem is when you want to avoid aliasing effects. The easiest solution is to use multi-sampling, but having a nice square grid of primary rays per pixel still creates some aliasing effect. Randomizing the directions of these rays using a statistical distribution is one way of improving things. But then, at every reflection and refraction the secondary rays converge and diverge even further, so they will not all hit the same triangle/object/texture which causes all sorts of texture caching problems.

    This company seems to have found a solution with their "incoherent ray" solution.

  • by Mozk ( 844858 ) on Friday March 13, 2009 @09:17PM (#27189145)
    1. This is not on Tom's Hardware.
    2. There is only one page and only one picture.

    Nice try, though.

  • by im_thatoneguy ( 819432 ) on Saturday March 14, 2009 @05:46AM (#27191203)

    You're asking a couple of incorrect questions.

    This isn't a renderer. This is a render accellerator.

    The idea is that Brazil, Mental Ray, Vray and FR can use this to accellerate the existing renderers without any sacrifice of quality or features.

    Think of it like SSE3. It's a new instruction set you can use to accellerate your software. It's not a hardware renderer. It's a hardware ray tracer. The distinction is subtle but in important in this case.

    It should also be noted that Splutterfish (the makers of Brazil. One of the top 4 raytracers on the planet and argueably the fastest.) has been aquired by Caustic. http://splutterfish.com/ [splutterfish.com]

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