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JC

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Frelling human!

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Registered: Feb 2001
Location: Katratzi
Posts: 8444

quote:

Until now every 3D Shooter has been completly rendered in software or using common rasterization hardware. As a scientific study Saarland University developed in cooperation with Erlangen University the worlds first completly ray traced 3D Shooter.

As base for this kind of game Quake 3: Arena Demo from id Software has been choosen.

Source

Features
- realtime 3d raytrace engine
- runs faster with more computers (about 20 fps@36 GHz in 512x512 with 4xFSAA)
- realtime per-pixel shadows
- possible resolution up to 16384x16384x32

optical special effects
- real glass with reflection and refraction (thanx to Tim Dahmen)
- real mirrors
- colored realtime per-pixel shadows (thanx to Tim Dahmen)
- realtime soft shadows
- colored lights
- flashlight
- ground fog (thanx to Tim Dahmen)
- some walls replaced with high polygon displaced walls
- reflecting water
- mipmapping
- wireframe mode (thanx to Jörg Schmittler)
- B/W filter
- camera portals

"This is realtime speed for a virtual intel CPU with about 36 GHz (to be more precise: a cluster with 20 AMD XP1800 was used). Alternativly one slow PC (1 GHz) with a hardware raytrace GPU that is 3 times more powerful then an actual prototpye could be used": Video (56 MB @ ~150 KB/s)

//edit
DAS machen Studenten also immer

//edit²
Slashdot discussion


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Old Post 8th June 2004 10:16
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othan

Layer 8 Problem

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Registered: Nov 2001
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endlich a sinnvolle aufgabe für gary's cluster


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Old Post 8th June 2004 10:28
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Exidy

Just do it!

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D A M N !!!



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Old Post 8th June 2004 10:30
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d3cod3

bunt

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leider kein praxiswert


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play my latest game Hue Shift!
or test your reflexes with RGB

Old Post 8th June 2004 10:31
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Silmaril

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Registered: Aug 2002
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Is des eh des was se auch in der neuen Gamestar zeigen?

edit: naa kanns net sein


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Old Post 8th June 2004 13:10
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Dreamforcer

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Naja Praxiswert hat dass ding im moment noch sicher nicht aber in zukunft sicher wenn die rechner schnell genut werden denn die ganzen jetzigen standdard rendering methoden stossen irgendwann mal an ende, vorallem wenns um mathematisch korrekte spiegelungen geht da is der aufwand einfach normalen methoden einfach zu hoch.


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Old Post 8th June 2004 13:13
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.dcp

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was bedeutet raytraced? *duck*


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Old Post 8th June 2004 13:21
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x3

† 18.03.2006

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Posts: 1392

quote:

Originally posted by Silmaril
Is des eh des was se auch in der neuen Gamestar zeigen?

edit: naa kanns net sein


doch ist es!
zumindest das von q3!
look screenshots:
http://graphics.cs.uni-sb.de/~sidap...hots/index.html


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Old Post 8th June 2004 13:27
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Taltos

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quote:

Originally posted by .dcp
was bedeutet raytraced? *duck*


imho
dass du im endeffekt den weg jedes lichtstrahls (ray) zurück-/weiterverfolgst (trace)...sprich sauviel zu rechnen

Old Post 8th June 2004 13:42
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Neo-=IuE=-

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Posts: 2137

ja aber der vorteil is, man braucht keine gute grafikkarte mehr sondan man könnte mehr normale cpus verwenden, also deshalb werden auch cpus mit mehreren prozessoren in einem wichtiger werden usw. und a grafikkarte könnte in dem sinn nur noch a weitere cpu zum verbessern der raytraycing leistung sein


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Old Post 8th June 2004 15:19
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nfin1te

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die zukunft liegt vorerst aber noch in täuschungen, siehe zb normal maps.

bis alles realtime berechnet werden kann vergeht sicher noch a kleines zeiterl


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Old Post 8th June 2004 17:41
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semteX

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sehr sehr nice

Old Post 8th June 2004 17:48
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charmin

it's toasted...

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hmm habs im gamestar gsehn

ist zwar ne nette technologie, aber bis es karten implementiert haben
braucht man riesen cluster

bin gspannt wanns die ersten karten mit raytrace engine gibt
hoffentlich schon die nächste generation


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Old Post 8th June 2004 18:06
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nfin1te

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quote:

Originally posted by H!7M4N

bin gspannt wanns die ersten karten mit raytrace engine gibt
hoffentlich schon die nächste generation



träum weiter


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Old Post 8th June 2004 18:06
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Nockerl

unglücklich verliebt

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quote:

Originally posted by Dreamforcer
Naja Praxiswert hat dass ding im moment noch sicher nicht aber in zukunft sicher wenn die rechner schnell genut werden denn die ganzen jetzigen standdard rendering methoden stossen irgendwann mal an ende, vorallem wenns um mathematisch korrekte spiegelungen geht da is der aufwand einfach normalen methoden einfach zu hoch.


dein wort in Gottes Ohr, wenns mal soweit kommt, ist dann Doom bestimmt auch schon draußen (na ja, oder etwa nicht )

einstweilen sollte man raytrace nur einem riesencluster überlassen! (Vielleicht dem Earth Simulator?)


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Old Post 8th June 2004 18:09
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