theotherguy
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paraphrased from scientific american magazine:
So basically Saarland is planning on producing an expansion card, similar to the PPU, which would be based only on ray tracing. So ideally, PCs of the future will use CPUs for AI and overall game calculations, a PPU for physics, an RPU for ray tracing, and a GPU for antialiasing, after-effects and conventional shaders.
This is a scene that was rendered in real time by the RPU in siggraph 2005. Again, note that it is an extremely early prototype, and that the commercial version of the RPU will be able to handle scenes 50 to 100 times more complicated, meaning we should be seeing real-time lighting like this in the very near future.
EDIT: I found some more recent images as well as a few videos:
A boeing 737 rendered in real time
A video showing an office scene
note that it is only running at 3 FPS, which is considerably better than conventional renderers, which could take minutes to render the scene. With improvements to the RPU it won't be long before we have this scene running at 60 FPS.
In 2003, Saarland spun off a company to commericialize real time ray tracing technology. They founded inTrace, using first-generation software that required a cluster of high-powered servers to render full-resolution, photorealistic images at 10 frames per second or higher....
meanwhile, since then their raytracing algorithms have grown advanced enough to allow real-time processing on consumer PCs.
Unlike classic ray-tracing programs, Saarland's algorithm divides multiple beams of light into similar "packets" which all run on the same thread, the packets are then processed on a device called an RPU, which can process about twelve threads at a time, so whereas normal ray tracing programs can only trace one ray per cylce, there's is able to trace anywhere from 60-100 rays per cycle.
Aditionally, the algorithm divides a scene into leafs of equal cost, and computes each leaf in such a manner that is most efficient, doing the most costly leafs first and then doing the less costly ones.
The RPU is an early prototype running at only 66 Mhz, yet it outpreforms every other processer on the market in ray tracing. Saarland hopes to produce a final prototype with 50 times the power, which should be easily able to churn out commercial-quality ray tracing at 60 frames per second.
For example, Saarland had their team construct an entire island, 40 million polygons, complete with refracting water and volumetric clouds, and then raytraced the entire scene on an RPU (note that it was a tiny, first generation prototype at 66mhz) at 12-15 frames per second.
This will allow all kinds of advances. First of all, each frame of a game will only need one rendering pass, improving performance dramatically and making it much easier to create things like shaders. Second, animated movies, like those made by pixar, will be able to be rendered much faster, and thus cheaper. It's even possible that pixar movies will eventually be rendered in realtime. Third, 3d modellers will now be able to edit a rendered scene in real time.
So basically Saarland is planning on producing an expansion card, similar to the PPU, which would be based only on ray tracing. So ideally, PCs of the future will use CPUs for AI and overall game calculations, a PPU for physics, an RPU for ray tracing, and a GPU for antialiasing, after-effects and conventional shaders.
This is a scene that was rendered in real time by the RPU in siggraph 2005. Again, note that it is an extremely early prototype, and that the commercial version of the RPU will be able to handle scenes 50 to 100 times more complicated, meaning we should be seeing real-time lighting like this in the very near future.
EDIT: I found some more recent images as well as a few videos:
A boeing 737 rendered in real time
A video showing an office scene
note that it is only running at 3 FPS, which is considerably better than conventional renderers, which could take minutes to render the scene. With improvements to the RPU it won't be long before we have this scene running at 60 FPS.