Ray-tracing in DirectX 11

Miscellaneous Forums/General Discussion/Ray-tracing in DirectX 11

Interesting article...

http://www.techarp.com/showarticle.aspx?artno=526

Early Aprils Fool?

very interesting. i like the comments at the end.:) sounds like i need to get a multi-core processor!

Early Aprils Fool?
Maybe they're in Australia?

But you can see how the raytraced image looks, and the amount of "cubemaps" you need to use on non raytraced to achieve the same image quality, not to mention the possible incoherencies in lighting and so on...

In direct x 10.1, global illumination is introduced, cube map arrays too. I mean 10.1 adds some features that gets the rasterizer a step closer to the realistic image.

http://www.pcper.com/images/reviews/472/DirectX%2010_1%20White%20Paper%20v0.4.pdf

It is fake - probably based on growing hype of ray-tracing in games. There certainly is research being carried out in this area. Having said that, it could be intended for DX11 - depending on how far away it is from release.

Shouldn't we be talking about DX9 instead of DX11? :)

http://play.tm/wire/click/1791545

Mother has spoken.

http://en.wikipedia.org/wiki/Direct3D

Direct3D 11 is in current development with no real specification exposed to the public yet. Microsoft has been hinting during conferences held for developers and hardware vendors that they've been looking at other things that they wanted to include in Direct3D10 but couldn't yet, due to the advancement of hardware. Things such as tessellation and order independent transparency. Note that it's not the first time that tessellation was ordre du jour in the Direct3D API: early drafts of Direct3D 10 showed it as a requirement before being abandoned, D3D8/D3D9 graphics parts exposed some level of tessellation that remained largely unused by video games. R600 also features a tessellation engine, though not exposed through any API right now (Valve has said they plan to use it). Order independent transparency was never directly exposed through the Direct3D API but was supported almost transparently by early Direct3D hardware such as Videologic's PowerVR line of chips; a similar chip was also used inside the Dreamcast console. The way those features will be exposed through Direct3D11, if that's the case, may differ from those early attempts.


ray tracing is the only way to make gfx look cool

Innovative art design is the only way to make graphics look cool.

Sun flares and bloom are the only ways to make graphics look cool.

And lazers.

Dont forget a decent card! :)

Just need lazers.

"Light Amplification by Ztimulated Emission of Radiaton"?

Is that the German version of the LASER? ;)

..you all drop important bit..B3D on DX11 is the only way to make graphics look cool..

You're not listening. LAZERS.

Just look at the publication date. 1-4-2008.

Also, those comments are hilarious :-D

Happy April Fool's Day.....

Not a great april fools gag. As there's plenty of real-time raytracing demo's online now, so it's perfectily possible that graphics cards manufacturers could work iwht Microsoft to standardise it.

Aprils fools would be more like "MS will deliver 3D Holographic TV by end of year - new 360 model to be released with holographics gfx card."

Nah, the best April fools jokes are ones that actually stand a chance of fooling people. In my opinion, if someone doesn't end up feeling stupid then the joke is a failure.

I got caught out by one in 1991, there was an article in a Nintendo magazine showing mario kart running on a gameboy. It looked completely authentic. I went into school raving on about how it's going to be, only to find out it was a joke. The original gameboy just doesn't have enough power to run something like that.


ray tracing is the only way to make gfx look cool



Decent models and textures can also make gfx look cool :)

Looks like the right way for Intel to market their current and next generation processors. What other app could chew up CPU cycles like ray tracing? Microsoft code bloat has reached it's pinnacle in Vista, so the only other way to sell more CPU cycles is ray tracing.

Whether it's a good thing or not is immaterial, what counts is that now there is a rationale for having multicore processors in game PC's. Think back when the only reason to move up from a i386 to a i486 was to play "Doom" at reasonable frame rates. Then came a slew of processors that could not only keep up but produce astounding frame rates in Doom. So then true 3D graphics were introduced in games.

At first the implementation was software only, but produced unsatisfactory frame rates and so the first gen video 3D accelerators were born. By today's standards they were very crude and not that much better than software 3D, but the point is that they started an whole new offshoot for the graphic card industry.

In similar fashion the Intel/Microsoft and AMD/ATI collaborations are poised to launch the next wave in graphic rendering technology. For better or for worse, these corporations are plotting their future course based on a technology that promises to demand the "best" hardware/software combinations available.

@puki: Mother may be right, but it doesn't matter one way or the other, ray tracing is the best way to devour CPU/GPU cycles. So until compilers are better suited for utilizing multiple CPU's, ray tracing will be here to stay until a) ray traced frames rates exceed 100fps or b) compilers are optimized for parallel processing.