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[Sciencedaily] A Better Fog and Smoke Machine From Computer Scientists

post #1 of 5
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Just shows how much the programming behind games can be improved to run faster and produce better graphics. The pictures in the article looks worlds apart in detail.

Not that newsy but I thought it was a good read if you’re interested in the advances of programming.

Quote:
Just shows how the programming behind games is very important to better graphics. The pictures in the article look world apart in detail. Not that newsy but I thought it was a good read if you’re interested in the advances of programming.
Quote:
“Instead of computing the light at thousands of discrete points along the ray between the camera and the object, which is the conventional approach, we compute the lighting along the whole length of the ray all at once,†said Jarosz.
LINKY
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post #2 of 5
The article is basically "We have improved the a ray tracing algorithm"
Once again...
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post #3 of 5
Quote:
Originally Posted by smee44 View Post
Just shows how much the programming behind games can be improved to run faster and produce better graphics.
The algorithms they're talking about in your link are not nearly fast enough to be used in games.

Lets break it down like this. If you want a game to run at 60fps, that means each loop of your game must take no more than 16.6 milliseconds. All of your game logic each frame needs to occur in that much time or less.

Many of the rendering algorithms used for movies can take many seconds per frame, rather than many frames per second. The result is a great picture, sometimes with multiple lights, and much more realism is possible, but not with real-time calculations.
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post #4 of 5
Quote:
Originally Posted by DuckieHo View Post
The article is basically "We have improved the a ray tracing algorithm"
Yep.

I think all the 3D APIs have gotten bloated. We need a hundred or so elite programmers to team up with a ton of mathmeticians, and rethink the APIs from scratch. DirectX came about when videocards were dealing with a few MB of RAM, and a shader. Now we're getting into Gigabytes of VRAM, and hundreds of shaders that do multiple things at once, and the videocards can also act like MMUs if they need to. At some point adding on rather than redesigning begins losing efficiency, and I think we've already hit that point.

If you want proof, look at the PS3. It uses __GL (forgot name), which is the precursor to OpenGL? It's lower level...and the PS3, with the inferior RSX, is starting to pump out incredible visuals compared to a 7800GTX.
     
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post #5 of 5
Quote:
Originally Posted by lordikon View Post
The algorithms they're talking about in your link are not nearly fast enough to be used in games.

Lets break it down like this. If you want a game to run at 60fps, that means each loop of your game must take no more than 16.6 milliseconds. All of your game logic each frame needs to occur in that much time or less.

Many of the rendering algorithms used for movies can take many seconds per frame, rather than many frames per second. The result is a great picture, sometimes with multiple lights, and much more realism is possible, but not with real-time calculations.
Quote:
Both images consumed the same computational resources.
--
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