Raydiant: realtime mutithreaded radiosity
November 8, 2009 at 11:04 am | Posted in Computer path | Leave a commentTags: 3D, C++, density distribution, fractal, game, procedural, ray tracing
The radiosity tracer module has been finally completed/debugged and is working. So the new ideas applied to Raydiant engine about realtime steradian controled stem count to improve performance are now proved to be useful. Also the generic multithreaded tracer than can hold any other tracer inside (like the radiosity one) and transparently clone it and make it work at any number of threads simultaneously without synchronization penalties is completed and debugged. The result is that now you can interactively move yourself around in a synthetic scenario with true realtime radiosity in a i7. This opens far-reaching possibilities: games that look as if you where there is one I’m really attracted to. Also now that Fermi platform from Nvidia is here the Raydiant engine can be compiled at one of those 512 CPU cards and see what happends… . Because there is no precalcs the scene lights can be instantly moved around. And any number of ligths can be put at a secenario with no performance penalty, in fact is the inverse. On some of these screenshots the new light dispersion capability of the Raydiant engine can be clearly appreciated.
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