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Submitted by Michael Piepgras, posted on February 20, 2005




Image Description, by Michael Piepgras



This picture shows the latest version of the RealStorm Realtime Raytracing engine. Actually we are working on the RealStorm Global Illumination Bench 2005, which should be released in summer 2005.

The house part shows the actual engine at 640x360 (16:9) with a house scene created with CSG objects. It uses 8 volume lightsources. (You may notice the soft shadows). (The actual framerate of 6.52 fps was taken on my Athlon64 3400+, 512MB-333Mhz.)

The second part (bottom) of the picture shows our actual version of the realtime global illumination renderer. We have chosen a Cornell Box variation which is with global illumination on the left and without global illumination on the right.

In all scenes any object and any lightsource is movable/resizeable without losing performance (no precalculated tables, any table is calculated per frame to keep it realtime and flexible). The engine actually uses Monte Carlo raytracing to do the global illumination parts. We hope to get a little more performance soon ;-)

If you like, you may check http://www.realstorm.com where we just released a 15MB movie preview, of what will be in the benchmark.

Greetings,

Michael Piepgras (TTS)
Engine Programming
www.realstorm.com


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Archive Notice: This thread is old and no longer active. It is here for reference purposes. This thread was created on an older version of the flipcode forums, before the site closed in 2005. Please keep that in mind as you view this thread, as many of the topics and opinions may be outdated.
 
Moe

February 20, 2005, 11:44 AM

Wow, I canít belief an ioto from my coding goods :) Awesome as usual!

If I can take the opportunity to ask, what are you thinking about ray tracing on gpu?

I know there is a dispute about rt on gfx but I do not intend to start a flame war. I am seriously wondering why you choose software rendering instead, since you do real time rt. From your web page I take itís mostly because of compatibility but I thought with more advanced (yet cheaper) graphic cards this issue might become obsolete.

 
zed zeek

February 20, 2005, 02:03 PM

the GI pictures look great the top ones though (except for the shadows)look sooo last century (flailing of hands), i assume thats from the low resolution.

it seems cpu's have stalled over the last couple of years (perhaps the sony cell will change this though) gpus look like they have more future growth.
btw anyone, are there any downloadable apps that do raytracing or gi on a gpu? ive seen some papers but no actual apps myself

 
davepermen

February 21, 2005, 01:09 AM

sweet :D

 
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