| Q&A |
Daniel
Pohl
Intel
june 2008 |
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"The
performance increase using ray tracing for rendering
the image is almost linear to the number of cores."
<
Intel RealTime RayTracing technology in action (image
TG Daily) |
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| Q1 |
Raytracing
produce very realistic images. Is the use of a raytracing algorithm
for realtime 3D purposes (i.e. video games, 3D visualization)
synonym of poor performance? |
| A1 |
First,
I want to make clear here that real-time ray tracing for games
is still in the research phase. If you would build a game
only for ray tracing then it could be less work than building
a game only for rasterization. There are many advantages that
ease the development process like automatic culling techniques,
simpler development of interaction between special effects
and also simpler development of special effects. What you
need for that is of course a ray tracer with some kind of
API. Intel is developing this currently for its own research.
Companies would provide some kind of ray tracing library then
can be used as comfortable (or more comfortable) like DirectX.
Therefore the game developers would NOT need to hassle with
any threading work for ray tracing. These things are all well
hidden in a well implemented ray tracer. Btw, the performance
increase using ray tracing for rendering the image is almost
linear to the number of cores. Therefore you can expect a
good speed benefit with future many-core systems. |
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| Q2 |
Shoud
3D Artists change their workflow in order to take advantage
of Intel Realtime Raytracing ? |
| A2 |
Professional
software like 3DSMax, Maya, XSI and so on also use ray tracing
for certain special effects like reflections that cannot be
created in the same visual quality with other graphics algorithms.
These are usual offline-rendering solutions that could take
up many hours for one image and produce almost photorealistic
images. On the real-time ray tracing area we are talking with
game developers and got from some good feedback and interest
in experimenting with ray tracing. |
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| Q3 |
Today
realtime 3D rely on
API such as DirectX and OpenGL. Do you plan to introduce new
API and tools for devloppers? |
| A3 |
Larrabee
will be compatible with both DirectX and OpenGL ; there should
be no changes for game developpers if they want to. However
Intel will help them to bring « Larrabee nativ »
games. |
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| Q4 |
Game
studio have spend a lot of energy to develop customs pixel/vertex
"shaders", do they have to reconsider those dev. with
Larabee? |
| A4 |
No,
Larrabee will support DirectX HLSL shaders. |
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