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Intel GPU in the PS4?

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I remebered someting i once read :

Beyond the teraflops: Why Intel really put 80 cores on a single chip

Ars talks to Intel about its Terascale 80-core processor project and looks at its significance for the future of multicore computing.


I am sure the solutions found to problems faced with this design will be or are already in use for larrabee or at least future versions of any Intel processor. This article is from 2007 by the way.


Some excerpts :

So things that people take for granted, like the basic divide between processing hardware and off-chip I/O hardware, are being questioned as part of the project. Indeed, a big part of the project at this early stage seems to be to provide a venue for asking anew a slew of fundamental questions about system- and network-level architecture, and in looking for answers based on the new assumption that you can put a 80 cores worth of useful hardware on a single chip. The "useful" part of this is key, because to focus on the fact that the current 80-core prototype consists of fairly lightweight floating-point-only cores misses the point. Contrary to popular belief, the goal of Terascale isn't to make a DSP toaster, but rather to figure out the hows and whys of putting 80 of any kind of core on a single processor. Sawicki emphasized that the kind of 80-core chip that Intel envisions one day bringing to market would consist at least partially of more general-purpose cores, each of which is capable of serving data onto the network.

terascale processor
 
If you haven't read this interview with Dave Shippy then you really ought to.

Shippy was the chief architect of the power processing unit for the Cell, and overall technical leader and architect for the team that created the Power Architecture-related microprocessors that ended up in both the Xbox 360 and the PlayStation 3.

"They said, 'We want you to start from scratch, throw out everything you've ever done before, and come up with this groundbreaking new architecture with more performance than anything out there, any game machine, any PC,'" Shippy says. "Ken Kutaragi had this bold vision -- 'Don't come to me with anything you've got; go and invent something new.'"

The Cell project kicked off with a full team in March 2001. The Sony-Toshiba-IBM Design Center was established in Austin to build the chip, and for some two years, Shippy said the team was "heads down" designing the next-gen CPU chip for PlayStation 3.

According to Shippy: "And then, along comes Microsoft in 2003, and says, 'Hey, IBM -- can you design a chip for us?" Just like its rival, Microsoft was not easily impressed by IBM's existing offerings.

But what caught their eye, I would say, was the R&D effort that we had put into the Cell technology," he says

"I guess what everyone didn't anticipate was -- before we even got done with the Cell chip and PS3 product -- we weren't anticipating that we'd be showing this off specifically to a competitor."

He added: "The initial reaction was it sort of felt like a betrayal -- 'Hey, we've been designing this really cool Cell chip, and now you want us to do this Xbox 360 thing on the same timeframe? Seems like we're aiding a competitor here.' At that time, only the IBM engineers knew about it. They struggled with betraying their partners -- and that was my initial reaction, too."

http://www.gamasutra.com/view/..._interview_.php?page=1

Now what kind of fools must the execs at Sony be if after getting stabbed in the back by IBM and MS (the argument is that MS would not have been able to deliver the performance they did on the timeline they did with XBOX360 had it not been for Sony/IBM investing all those R&D dollars and resources into Cell earlier on) if those Sony execs don't seriously entertain the possibility of going to Intel and a Larrabee-based derivative for PS4?

Originally posted by: President George W Bush
"There's an old saying in Tennessee ? I know it's in Texas, probably in Tennessee ? that says, fool me once, shame on ? shame on you. Fool me ? you can't get fooled again."
 
Thanks for the link Idontcare. Pretty interesting.

I can actually an Intel GPU in PS4 happening...mostly because of Intel's deep pockets.

Oh and about your sig, how did someone like GWB get to be basically the most powerful man on earth??!!! It honestly boggles my mind.

EDIT: Wait that's not your sig right? Ah, flew right over my head...I think I get it now. 🙂 Hopefully MS doesn't knock on Intel's door for the Xbox 3.
 
Originally posted by: thilan29
Thanks for the link Idontcare. Pretty interesting.

I can actually an Intel GPU in PS4 happening...mostly because of Intel's deep pockets.

Oh and about your sig, how did someone like GWB get to be basically the most powerful man on earth??!!! It honestly boggles my mind.

I can imagine Intel being willing to let Sony have the tech for free-- it would give them an almost guaranteed computer hardware market to sell to if the PS4 takes off. Think of how easy ports would become if you had an Intel graphics card.
 
Originally posted by: soccerballtux
I can imagine Intel being willing to let Sony have the tech for free-- it would give them an almost guaranteed computer hardware market to sell to if the PS4 takes off. Think of how easy ports would become if you had an Intel graphics card.

Exactly...it would be a great way for Sony to get a foot in the door. I'm actually very excited to see what Larrabee brings. They've done fairly well for several years now (tech wise since the Core launch) and I can't see it being a miserable failure...and even if it doesn't do so well I think they'll keep at it and eventually get it right.
 
Originally posted by: thilan29
Oh and about your sig, how did someone like GWB get to be basically the most powerful man on earth??!!! It honestly boggles my mind.

In a Democracy, the people get the government they deserve - Alexis de Tocqueville

Originally posted by: thilan29
EDIT: Wait that's not your sig right? Ah, flew right over my head...I think I get it now. 🙂 Hopefully MS doesn't knock on Intel's door for the Xbox 3.

Yeah I was basically saying we'd be fools to assume the Sony execs are fools who are going to reward IBM's treachery with repeat business when/if they have the opportunity to partner with Intel to expand their options.

No doubt whoever they chose to partner with to develop the PS4 hardware you can bet their legal team poured over the terms of the memorandum of agreement to ensure microsoft/nintendo aren't going to pull an XBOX360 on them again. Fool me once, shame on you, fool me twice, shame on me.
 
Originally posted by: Wreckage
Originally posted by: barfo
It seems Nvidia has proverbially bent Sony over like they did MS on the XBox, and are not really welcome there any more.

Anyone know what is this about?

Charlie likes to write fiction and pass it off as fact.

charlie just has a major ax to grind with nvidia. I remember thinking that he was full of shit when he was writing about hd 48x0 last year because he was so clearly biased...yet he was mostly right.
 
Originally posted by: Idontcare
If you haven't read this interview with Dave Shippy then you really ought to.

Shippy was the chief architect of the power processing unit for the Cell, and overall technical leader and architect for the team that created the Power Architecture-related microprocessors that ended up in both the Xbox 360 and the PlayStation 3.

"They said, 'We want you to start from scratch, throw out everything you've ever done before, and come up with this groundbreaking new architecture with more performance than anything out there, any game machine, any PC,'" Shippy says. "Ken Kutaragi had this bold vision -- 'Don't come to me with anything you've got; go and invent something new.'"

The Cell project kicked off with a full team in March 2001. The Sony-Toshiba-IBM Design Center was established in Austin to build the chip, and for some two years, Shippy said the team was "heads down" designing the next-gen CPU chip for PlayStation 3.

According to Shippy: "And then, along comes Microsoft in 2003, and says, 'Hey, IBM -- can you design a chip for us?" Just like its rival, Microsoft was not easily impressed by IBM's existing offerings.

But what caught their eye, I would say, was the R&D effort that we had put into the Cell technology," he says

"I guess what everyone didn't anticipate was -- before we even got done with the Cell chip and PS3 product -- we weren't anticipating that we'd be showing this off specifically to a competitor."

He added: "The initial reaction was it sort of felt like a betrayal -- 'Hey, we've been designing this really cool Cell chip, and now you want us to do this Xbox 360 thing on the same timeframe? Seems like we're aiding a competitor here.' At that time, only the IBM engineers knew about it. They struggled with betraying their partners -- and that was my initial reaction, too."

http://www.gamasutra.com/view/..._interview_.php?page=1

Now what kind of fools must the execs at Sony be if after getting stabbed in the back by IBM and MS (the argument is that MS would not have been able to deliver the performance they did on the timeline they did with XBOX360 had it not been for Sony/IBM investing all those R&D dollars and resources into Cell earlier on) if those Sony execs don't seriously entertain the possibility of going to Intel and a Larrabee-based derivative for PS4?

Originally posted by: President George W Bush
"There's an old saying in Tennessee ? I know it's in Texas, probably in Tennessee ? that says, fool me once, shame on ? shame on you. Fool me ? you can't get fooled again."




Interesting link. I wonder what the current crisis does for the IBM research budget and the Intel's research budget ? If the crisis continues, the foresight from Intel might work in the customers advantage. I mean buying all these companies specialized in parallel programming and graphics. Intel fore sure feels it needs to create a market. And sometimes the only way to create a market is by delivering promising technology to the customers and show what it is capable of. In crises times, people have a stronger urge to do some relaxing. Movies and games can be a pretty good way to take your mind of things. And for quantum physics, biological and metallurgic research you cannot have cores enough. If they play their cards right, and Intel has it seems a habit of doing that, who knows. So many possibilities , so many correlations...


Rant module = 1

With respect to my own link from the arstechnica sight, The arstechnica website sure went down the drain with their makeover. I have to use google to find these articles because it is impossible to find it on their website or with their website search. Arstechnica have some great articles from Jon Stokes about processor technologies and i just can find them. It's like looking in the new cosmopolitan when trying to read the arstechnica site. :disgust: 😕 :roll:

Great articles series about the Amiga nowhere to be found without external use of google,sigh sigh and sigh... :disgust: 😕 :roll:

Rant module = 0

Had to get that of my chest, sorry.
 
Someone pulled this back up, so it seems people think there is some validity to it.

First off Shippy's book- MS never saw anything about Cell, they saw the roadmap with an overview. The functional units are VERY different between the two platforms. Saying they share common elements is akin to comparing a Volts powerplant with a Veyron because they both use sparkplugs. Anyone that needs verification simply throw some OoO at each and see what happens. The book is getting a lot of coverage as they are trying to sell it, the chips really aren't that close.

Another angle from that factor- Cell IP was established as a joint venture between IBM, Toshiba and Sony. Sony can do whatever they want for themselves with Cell IP including evolving it and spreading it into more and more devices(which they have started doing) and they can evolve it on their own quite seperate from IBM at their own discretion. They have full control over what they do with the IP. They are not IBM's customers, Intel giving Sony a x86 license for free with no royalties involved is what it would take for Intel to reach financial PARITY with what Sony already has.

The most important factor in this discussion about the details found in this book is that IBM is not, nor have they ever been nVidia. Some people may be surprised to hear that, but it is the honest truth. They are two different companies. Two different sets of people. Really. IBM, even if they did hand MS over something very close to Cell(which they didn't at all, just used some elements from the POWER architecture on both chips) that would have nothing to do with the choice to go with Larrabee in the PS4.

On to Larrabee. People just seem to be brushing aside the general theme of the utterly staggering technical issues with using a Ray Tracer in real time so I guess we will throw down some numbers so people can get an idea of what we are dealing with.

1920x1080= 2,073,600 - Number of Pixels
265,420,800= Amount of texel data needed for base filtering and AF
1,061,683,200= Number of rays needed to be processed with 4xAA with 0 bounces per frame
63,700,992,000= Rays per second to maintain 60Hz

A 100 core Larrabee would need to be running at 637MHZ to handle an empty scene at the settings console devs are going to be looking for. That is with no shaders at all, not even any polygons. You will need a 100 core Larrabee running at 637MHZ to drive in essence a fillrate test. This is assuming Larrabee were absolutely perfect, never missing a potential clock cycle anywhere.

So with these huge amounts of resources needed for trivial rasterization what possible upside is there to ray tracing?

Utilizing a ray trace approach allows you to reduce the amount of time spent processing shader effects by a rather large amount. Due to the nature of the rendering method ray traced approaches will only render what is actually visible, when you are dealing with individual shaders of enormous complexity computing any of them that aren't visible can be a staggering increase in workload and increase your actual render times by orders of magnitude. Ray tracing also handles direct lighting considerably better then rasterization and with significantly reduced workload for superior results. In off line rendering these factors are huge, for obvious reasons and some not so obvious. Because of the precission utilized scenes are built with all data for the scene available at all times. Overdraw, the portions of the scene which is being rendered even though it can not be seen at all, can push over 100 in certain cases. Taking these factors into account, the pros of ray tracing are obvious and from a computational standpoint very significant for off line rendering.

For real time rendering, things change- a lot. I asked previously about Dreamworks using occlusion culling as it is a very, very simple way to reduce huge portions of overdraw workload from the computational intensity involving 3D rendering. They don't use it or anything like it for most of their tasks for reasons of necessity to their given goals. If you could download a patch that would increase Crysis performance by 400% but you may see a seem on a poly edge once every few hours in the game, you probably would- off line rendering is built to make sure you never see that rendering error. Accuracy is FAR more important then speed, Ray Tracing in this environment is a very viable approach.

Real time rendering is an entirely different beast. There are so many different ways that developers reduce overdraw, and ATi and nVidia have both supported additional features in hardware for many years, that it is a rather simple approach and trivial in implementation time. Our general 3D pipeline approach for many years now has been BSP(binary space partitioning) and it lends itself quite nicely to numerous approaches at removing non visible surfaces from final rendering workloads. It does take a bit more on the resource end for scene setup then ray tracing- but that is a very small portion of the rendering workload.

On a realistic level now, seeing overdraw levels higher then 2x being handled by rasterizers in terms of final render workload is rather infrequent. Back to front sorts on scene data(not difficult to implement) eliminate the overwhelming majority of the workload. So for real time in order for Ray Tracing to be equal to rasterization the shader workload on the amount of overdraw it is computed on needs to be greater then the amount of additional workload it requires to handle basic rendering via ray tracing versus rasterization. We are not remotely close to that now. That also ignores actual parity in overall IQ.

While Ray Tracing is superior in direct lighting, and it can be superior for indirect lighting(it is an exponential increase in computational power for each 'bounce' you add) it is horrid at diffuse. This is why a great deal of people moved away from Ray Tracing years ago even in the off line world(Radiosity is VASTLY superior for diffuse, but we are at least decades away from seeing that approach real time at rasterizer speeds, at least decades). There isn't a great way around this using ray tracing currently, it is simply a trade off to be had for rasterization versus ray tracing.

Overall quality being roughly equal, ray tracing is not remotely close to being viable yet, nor does it appear to be. Intel, rather mistakenly, assumed that once nVidia and ATi came closer to the process limitations that they have always been fighting, they would cease to scale performance anywhere near their former rate. They were quite mistaken. If ATi and nV will run into this at some point remains to be seen, but Intel looked at the situation much as you would expect a CPU maker to, additional die space available and potential clock speed for a given build process. What they failed to take into account was ATi and nV keep finding ways to do the same things with less resources, and they haven't stopped this yet. CPUs don't get to cut corners or 'cheat'- GPUs do everything they can do to do exactly that(as long as the end result looks right) and they continue to get better and better at it.

Ray tracing may, at some point, become a better evolutionary path then rasterization, but we aren't even close to that point yet. Inel made a bad call on when they thought we would be at the point where a switch was ideal, if they were right it would have been worth billions to them, and getting in the game a bit early is better for them then being a bit too late, but the viability of their approach isn't on the horizon anytime soon. When we start to see GPU generations only offer performance improvements comparable to new CPU offerings that will be the point where ray traced solutions can start to reel in what GPUs are capable of.
 
Originally posted by: BenSkywalker
Someone pulled this back up, so it seems people think there is some validity to it.

First off Shippy's book- MS never saw anything about Cell, they saw the roadmap with an overview. The functional units are VERY different between the two platforms. Saying they share common elements is akin to comparing a Volts powerplant with a Veyron because they both use sparkplugs. Anyone that needs verification simply throw some OoO at each and see what happens. The book is getting a lot of coverage as they are trying to sell it, the chips really aren't that close.

Another angle from that factor- Cell IP was established as a joint venture between IBM, Toshiba and Sony. Sony can do whatever they want for themselves with Cell IP including evolving it and spreading it into more and more devices(which they have started doing) and they can evolve it on their own quite seperate from IBM at their own discretion. They have full control over what they do with the IP. They are not IBM's customers, Intel giving Sony a x86 license for free with no royalties involved is what it would take for Intel to reach financial PARITY with what Sony already has.

The most important factor in this discussion about the details found in this book is that IBM is not, nor have they ever been nVidia. Some people may be surprised to hear that, but it is the honest truth. They are two different companies. Two different sets of people. Really. IBM, even if they did hand MS over something very close to Cell(which they didn't at all, just used some elements from the POWER architecture on both chips) that would have nothing to do with the choice to go with Larrabee in the PS4.

On to Larrabee. People just seem to be brushing aside the general theme of the utterly staggering technical issues with using a Ray Tracer in real time so I guess we will throw down some numbers so people can get an idea of what we are dealing with.

1920x1080= 2,073,600 - Number of Pixels
265,420,800= Amount of texel data needed for base filtering and AF
1,061,683,200= Number of rays needed to be processed with 4xAA with 0 bounces per frame
63,700,992,000= Rays per second to maintain 60Hz

A 100 core Larrabee would need to be running at 637MHZ to handle an empty scene at the settings console devs are going to be looking for. That is with no shaders at all, not even any polygons. You will need a 100 core Larrabee running at 637MHZ to drive in essence a fillrate test. This is assuming Larrabee were absolutely perfect, never missing a potential clock cycle anywhere.

So with these huge amounts of resources needed for trivial rasterization what possible upside is there to ray tracing?

Utilizing a ray trace approach allows you to reduce the amount of time spent processing shader effects by a rather large amount. Due to the nature of the rendering method ray traced approaches will only render what is actually visible, when you are dealing with individual shaders of enormous complexity computing any of them that aren't visible can be a staggering increase in workload and increase your actual render times by orders of magnitude. Ray tracing also handles direct lighting considerably better then rasterization and with significantly reduced workload for superior results. In off line rendering these factors are huge, for obvious reasons and some not so obvious. Because of the precission utilized scenes are built with all data for the scene available at all times. Overdraw, the portions of the scene which is being rendered even though it can not be seen at all, can push over 100 in certain cases. Taking these factors into account, the pros of ray tracing are obvious and from a computational standpoint very significant for off line rendering.

For real time rendering, things change- a lot. I asked previously about Dreamworks using occlusion culling as it is a very, very simple way to reduce huge portions of overdraw workload from the computational intensity involving 3D rendering. They don't use it or anything like it for most of their tasks for reasons of necessity to their given goals. If you could download a patch that would increase Crysis performance by 400% but you may see a seem on a poly edge once every few hours in the game, you probably would- off line rendering is built to make sure you never see that rendering error. Accuracy is FAR more important then speed, Ray Tracing in this environment is a very viable approach.

Real time rendering is an entirely different beast. There are so many different ways that developers reduce overdraw, and ATi and nVidia have both supported additional features in hardware for many years, that it is a rather simple approach and trivial in implementation time. Our general 3D pipeline approach for many years now has been BSP(binary space partitioning) and it lends itself quite nicely to numerous approaches at removing non visible surfaces from final rendering workloads. It does take a bit more on the resource end for scene setup then ray tracing- but that is a very small portion of the rendering workload.

On a realistic level now, seeing overdraw levels higher then 2x being handled by rasterizers in terms of final render workload is rather infrequent. Back to front sorts on scene data(not difficult to implement) eliminate the overwhelming majority of the workload. So for real time in order for Ray Tracing to be equal to rasterization the shader workload on the amount of overdraw it is computed on needs to be greater then the amount of additional workload it requires to handle basic rendering via ray tracing versus rasterization. We are not remotely close to that now. That also ignores actual parity in overall IQ.

While Ray Tracing is superior in direct lighting, and it can be superior for indirect lighting(it is an exponential increase in computational power for each 'bounce' you add) it is horrid at diffuse. This is why a great deal of people moved away from Ray Tracing years ago even in the off line world(Radiosity is VASTLY superior for diffuse, but we are at least decades away from seeing that approach real time at rasterizer speeds, at least decades). There isn't a great way around this using ray tracing currently, it is simply a trade off to be had for rasterization versus ray tracing.

Overall quality being roughly equal, ray tracing is not remotely close to being viable yet, nor does it appear to be. Intel, rather mistakenly, assumed that once nVidia and ATi came closer to the process limitations that they have always been fighting, they would cease to scale performance anywhere near their former rate. They were quite mistaken. If ATi and nV will run into this at some point remains to be seen, but Intel looked at the situation much as you would expect a CPU maker to, additional die space available and potential clock speed for a given build process. What they failed to take into account was ATi and nV keep finding ways to do the same things with less resources, and they haven't stopped this yet. CPUs don't get to cut corners or 'cheat'- GPUs do everything they can do to do exactly that(as long as the end result looks right) and they continue to get better and better at it.

Ray tracing may, at some point, become a better evolutionary path then rasterization, but we aren't even close to that point yet. Inel made a bad call on when they thought we would be at the point where a switch was ideal, if they were right it would have been worth billions to them, and getting in the game a bit early is better for them then being a bit too late, but the viability of their approach isn't on the horizon anytime soon. When we start to see GPU generations only offer performance improvements comparable to new CPU offerings that will be the point where ray traced solutions can start to reel in what GPUs are capable of.

Nice post, but i still have faith in Intel. With rasterisation, i agree fully that more and more corners are being cut. But i wonder if the same can be done with ray tracing. I mean so many people in the industry are looking seriously at it. Daniel Pohl showed that collision detection can be done with raytracing as well. Maybe a lot of problems of rasterisation can be solved easier with raytracing. The important thing is a high bandwidth connection between cpu and gpu, that seems to be solved in consoles. And why are still so many people in the industry interested in raytracing, or at least software rendering again ? Maybe because rasterisation with all its corner cutting isn't as fun anymore to program. Maybe because the overall quality of the game seems to suffer from image quality. I bet a lot of people are willing to take a step back in image quality if the game becomes more fun. Nintendo sure found that out to anybodies surprise. I wonder what raytracing can do for a 3d engine besides image quality. And i have more questions, Do you still need shaders with raytracing ? With raycasting would it not be possible to know where to draw smoke or any other visual effect ? And at a resolution of 1900 * 1080 you surely don't need AA with ray tracing right ? I do not know how all these 3d image technologies work but is anisotropic filtering not something especially for rasterisation ?

I am not an expert, not at all. But i do wonder why the experts are interested in raytracing or at least software renderers. It could very well be we go back to software renders first(running on the gpu/cpu combo) and then to raytracing. Maybe the people at Intel are thinking in incremental steps when buying all these companies.

I found some forum about this :

raytracing in games

I am still reading it tho. Might as well be nothing.
 
I found some forum about this :

raytracing in games

I am still reading it tho. Might as well be nothing.



And some explanation about raytracing vs rasterisation from Daniel Pohl.

explanation



Here aresome excerpts :

Limitations of the rasterization approaches:

Rendering into a texture can lead to visible jaggies due to incorrect sampling issues (an object that may have been far away from the camera in the reflection map calculation pass, and hence represent a tiny part of the reflection map, might end up being much closer to the camera during game play and hence get distorted).

Rendering into a texture consumes time. Worst case: In the final image only one pixel of the reflection is visible, but to create the cube map approach the scene has been rendered additionally six times.

How to handle multiple reflections? Very difficult to achieve, and in most cases just hopelessly impossible. It requires pre-calculating the reflections then rendering the scene, then evaluating the reflections in reflections and then re-rendering the scene and...

As these reflection maps are not based on physical laws therefore the reflections are not correct anyway.



In cinematic image rendering, ray tracing is often used because of its unique capabilities to deliver special effects robustly, where other algorithms fail or are unreliable. The following section will cover two special effects that are relevant to gaming and could increase the fun factor significantly: Camera portals and reflections.


I guess image quality does go up but overal gaming experience can go up too.

With the explanation of Daniel Phol, i understand some of the matrix effects too i think.


And something from another link :

There is also an upcoming I3D paper about GPU raytracing using optimized kd-tree algorithms and static scenes. (I happen to be one of the authors, and the work is an evolution of the Foley et al. work). The short answer is that GPUs are faster than a single CPU, but they aren't great at raytracing because of divergence in execution between rays. As the execution traces diverge in the acceleration structures, you end up with a lot of SIMD execution stalls. GPUs also have to currently to a bunch of extra work because there isn't an effective way to do a stack, so it has to be emulated or worked around via algorithm modifications. Sadly, the G80's 16KB of global memory between the threads isn't very helpful as it's too small to really do a stack for the number of parallel execution contexts to run efficiently, however, there might be fruit here. We currently are talking ~19Mray/s on an X1900XTX (Conference room, shadow rays), and about the same on a G80 with DirectX and the current state of the drivers and shader compilers. Using simpiler scenes, we can execute at much faster rates, but those aren't realistic. (All the current published fast raytracing numbers also do not do anything but trivial shading, but GPUs obviously do well here...) With heavier tuning via CTM/CUDA, we might be able to squeeze out a little more, but unless we can regain ray coherence, it's difficult to do leaps and bounds better. Cell is actually a raytracing monster, compared to other non-custom architectures, in certain situations. The Saarland folks (and others including Stanford) have Cell raytracers >60Mrays/s for primary rays. Multi-core CPUs are also showing great promise as people are showing >5Mrays/s per processor for comparable designs (i.e. no tricks that only really work for primary rays), and there is impressive work from Intel on really optimizing the heck out of raytracing on CPUs. My main concern about CPU implementations is their ability to shade fast. It's going to be interesting to see hybrid CPU/GPU implementations here... In our I3D paper, we argue that what you would likely do on a GPU is rasterize the primary hits, and raytrace secondary effects such as shadows, reflections, and refractions depending on your ray/frame rate budget. We have a demonstration implementation in Direct3D (Brook + D3D) as well as CTM+GL that demonstrates this hybrid system, and it was running in the ATI booth at SIGGRAPH and shown during the CTM presentations. The paper should go up when finalized in late January and will be presented at I3D 2007 by Daniel Horn. For raytracing to really get faster on GPUs, we need a way to deal with the cost of instruction divergence, and more importantly perhaps, ways to really build complex data structures. Regardless, we are still quite aways away from the projected 400Mray/s needed to approach the performance of current games. (I can't remember who stated this as a rough lower bound, but it was in the SIGGRAPH 2006 raytracing course.) We need a few more years of Moore's Law and a few algorithm tricks, mostly involving dynamic scenes, and things will start to get interesting. But, rasterization will also increase at or above Moore's Law as well and game developers will continue to find tricks and hacks to make things look right, or use partial raytracing solutions like POM.

This is from a gentlemen who claims to be a system architect of AMD. This post is from 2005. but they seems to be making good efforts. Now almost 4 years later i wonder how far the progress has come.

raytracing and cuda discussion


It is a very good read. And to the moderator, would you be so kind to remove the excess double and triple post, thank you very very much in advance.

 
With rasterisation, i agree fully that more and more corners are being cut. But i wonder if the same can be done with ray tracing.

This is one of the big problems real time confronts ray tracing with, dynamic geometry. If we eliminate all potential modifications to scene geometry we can in fact speed up the rays required by a significant amount- but we as gamers want more dynamic geometry and we want a lot more 😉

Having a shooter where anything you see can be blown up/burned etc, all things that create an enormous additional burden for ray tracers, not an issue for rasterizers(it is more difficult to render for them, but the additional workload is linear and not exponential).

Daniel Pohl showed that collision detection can be done with raytracing as well. Maybe a lot of problems of rasterisation can be solved easier with raytracing.

You can certainly do very accurate collision detection with ray tracing but he ignores some rather huge downsides to it. Most racing games as an example sample collision detection significantly faster then they display frames, they do this for far more accurate physics. He brings up Oblivion which samples collision very slowly as physics aren't that important, yes Ray Tracing gives us, in essence, 'free' collision detection, our problem is that it is very cheap collision detection and can't be increased beyond the rate of display in a realistic sense.

And why are still so many people in the industry interested in raytracing, or at least software rendering again ?

They are concerned that rasterization is going to stop scaling so fast. This has yet to happen.

Do you still need shaders with raytracing ? With raycasting would it not be possible to know where to draw smoke or any other visual effect ? And at a resolution of 1900 * 1080 you surely don't need AA with ray tracing right ? I do not know how all these 3d image technologies work but is anisotropic filtering not something especially for rasterisation ?

Some of these questions tie together so I lumped them 🙂

Ideally with ray tracing pretty much all you use is shaders. The reason for the additional sampling is that it is a native requirement of texture map based rendering. If you only take a single sample of a texture map you are going to end up with point filtering quality no matter what rendering technique you are using. Normal off line ray tracers use shaders for pretty much everything, their biggest advantage is that they are more effective under heavy shader loads then rasterizers. Anisotropic is still going to show hefty increases in IQ as long as we are using texture maps, not much is going to change that(barring a comparable filter).

You also absolutely still need AA, pixels are still square no matter resolution you are running. You are still going to want superior sampling along high contrast edges to smooth out the jagged edges. Unlike rasterization, we don't have a shortcut available to us for using AA with ray tracing. The overhead of the scene setup we use for rasterization allows us to utilize Z depth tests to give us a very cheap AA option(MSAA). With ray tracing your only viable approach is super sampling, and that is always going to be expensive.

Smoke is one of the worst case scenarios for ray tracing, diffuse is where ray tracing rolls over and dies compared to rasterizers. Quick look at the differences. The image they have with the three scenes is the best example. No illumination, typical ray traced style illumination and then radiosity. With Ray Tracing precisely because the direct lighting is so accurate, using 'hacks' to approximate what we would see with radiosity isn't possible. Smoke frequently vanishes altogether using Ray Tracing, and the complexity of adding radiosity is staggering(think in the hundreds of times more intense then ray tracing for simple tasks).

But i do wonder why the experts are interested in raytracing or at least software renderers.

It is very much about scaling. If we hit a point where GPU's stop accelerating faster then Moore's law for rasterization then ray tracing will start to close the gap. As of right now, they are very far ahead and still pulling away. Once we see GPUs start to advance slower then CPUs, several years after that we may start to see ray tracing as more viable. Right now, it really isn't.

BTW- one of the links you provided they also made mention of how Cell is already a ray tracing monster in relative terms. Sony has had a beast of a ray tracer available to them for years now, doesn't make it a viable path to take and even if they were going to, their several year old design still is the best at ray tracing that we have seen to date on the market(I'm sure Intel has prototypes that can beat it at this point, but it isn't like Sony couldn't make a much faster Cell now with ease).
 
Sony seems to always go with radical bleeding-edge hardware in their Playstations.

I think that Larabee will prove to be an interesting processor, but I don't think its forte will be games (for the time being).

I think it will make an amazing media processor, and that may be a big reason why Sony is going for it.

What could be interesting is if they were able to pair the Larabee with a 'normal' GPU; let Larabee do the Ray Tracing, and let the GPU do the rest.

I'm actually wondering if the Larabee could serve as the CPU of the PS4; it has X86 cores after all.

 
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