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[PC Perspective] John Carmack Interview: GPU Race, Intel Graphics, Ray Tracing, Voxel - Page 6

post #51 of 56
Quote:
Originally Posted by lordikon View Post
Percentage of OCN that understand what he's talking about? 5%

Percentage of OCN that pretend they understand what he's talking about? 50%
Percentage of OCN that didn't watch the video? 45%

I'm part of the latter.
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post #52 of 56
Quote:
Originally Posted by freestyla85 View Post
cool story bro..
maybe you can then explain to me what "rasterisation", "per pixel jittering" , "rise pipeline of dicing polygons" and... "traditional analytic ray tracing intersecting with an analytic primitive" mean?
Cause I'd really like to know it would help me out alot, thanks
Rasterization is the process by which shapes described by vectors are rendered as pixels. It's a very basic rendering concept that has been used in modern games for almost 20 years.

Per pixel jittering is a raytracing technique in which you send the ray through a sub-section of the pixel rather than through the center of the pixel. The end result is that you get an image that looks smoother, like anti-aliasing would give you when using rasterization.

Not sure what "rise pipeline of dicing polygons" is.

I'm not 100% about what he means by analytic geometry, but I believe the phrase he's using is referring to ray tracing against the same geometry/mesh that we normally use with rasterization which is made of triangles, rather than raytracing against something like voxels.
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post #53 of 56
Quote:
Originally Posted by lordikon View Post
rasterization is the process by which shapes described by vectors are rendered as pixels. It's a very basic rendering concept that has been used in modern games for almost 20 years.

Per pixel jittering is a raytracing technique in which you send the ray through a sub-section of the pixel rather than through the center of the pixel. The end result is that you get an image that looks smoother, like anti-aliasing would give you when using rasterization.

Not sure what "rise pipeline of dicing polygons" is.

I'm not 100% about what he means by analytic geometry, but i believe the phrase he's using is referring to ray tracing against the same geometry/mesh that we normally use with rasterization which is made of triangles, rather than raytracing against something like voxels.
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post #54 of 56
Quote:
Originally Posted by lordikon View Post
He pioneered a good amount of graphics techniques, or at least championed them into mainstream. He's probably one of the best graphics programmers in the industry, and great it most other game programming fields as well I would imagine (networking, AI, physics, etc...)
Doom network code. lol
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post #55 of 56
Quote:
Originally Posted by lordikon View Post
Rasterization is the process by which shapes described by vectors are rendered as pixels. It's a very basic rendering concept that has been used in modern games for almost 20 years.

Per pixel jittering is a raytracing technique in which you send the ray through a sub-section of the pixel rather than through the center of the pixel. The end result is that you get an image that looks smoother, like anti-aliasing would give you when using rasterization.

Not sure what "rise pipeline of dicing polygons" is.

I'm not 100% about what he means by analytic geometry, but I believe the phrase he's using is referring to ray tracing against the same geometry/mesh that we normally use with rasterization which is made of triangles, rather than raytracing against something like voxels.
He googled ^
post #56 of 56
Quote:
Originally Posted by c0nnection View Post
He googled ^
Either that or I've been programming for 23 years, have a bachelor's degree in video game programming, and work in the gaming industry.

If I had googled it I would've known the answers to the last two questions...
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