game graphics
bishop <[email protected]> Thu, 13 Mar 2008 15:46:56 -0600
| Newsgroups | gmane.comp.lang.forth.colorforth |
|---|---|
| Message-ID | <1205444816.8048.2.camel@gcb-desktop> |
Possibly everyone here has already savoured, from: http://www.pcper.com/article.php?aid=532&type=overview "...CARMACK: It’s interesting in that the algorithms would be something that, it’s almost unfortunate in the aspect that these algorithms would take great advantage of simpler bit-level operations in many cases and they would wind up being implemented on this 32-bit floating point operation-based hardware. Hardware designed specifically for sparse voxel ray casting would be much smaller and simpler and faster than a general purpose solution but nobody in their right mind would want to make a bet like that and want to build specific hardware for technology that no one has developed content for. The idea would be that you have to have a general purpose solution that can approach all sorts of things and is at least capable of doing the algorithms necessary for this type of ray tracing operation at a decent speed. I think it’s pretty clear that that’s going to be there in the next generation. In fact, years and years ago I did an implementation of this with complete software based stuff and it was interesting; it was not competitive with what you could do with hardware, but it’s likely that I’ll be able to put something together this year probably using CUDA. If I can make something that renders a small window at a modest frame rate and we can run around some geometrically intricate sparse voxel octree world and make a 320x240 window at 10 fps and realize that on next-generation hardware that’s optimized more for doing this we can go ahead and get 1080p 60 Hz on there. That would be the justification that would make everybody sleep a whole lot of better that there is going to be some win coming out this. ..." </carmack> Geof Bishop