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Nvidia Chief Scientist discusses ray tracing - TechAmok
Nvidia Chief Scientist discusses ray tracing - [hardware] 03:01 PM EST - Mar,07 2008 - (1 comments) The chaps over at
PC
Perspective have conducted an interview with Nvidia Chief Scientist David Kirk
talking about the pros and cons of ray tracing, and how the technology compares
with raster rendering methods used by today's graphics application programming
interfaces and GPUs. His take is that ray tracing is by no means the be-all,
end-all for 3D rendering, and that rasterization has compelling advantages over
it. Here's a taster:
PC Perspective: While the benefits of ray tracing do look compelling, why is it
that NVIDIA and AMD/ATI have concentrated on the traditional rasterization
architectures rather than going ray tracing?
David Kirk, NVIDIA: Reality intrudes into the most fantastic ideas and
plans. Virtually all games and professional applications make use of the modern
APIs for graphics: OpenGL(tm) and DirectX(tm). These APIs use rasterization, not
ray tracing. So, the present environment is almost entirely rasterization-based.
We would be foolish not to build hardware that runs current applications well.
Ray tracing may be the future of rendering-it's definitely part of the future at
least. There is an old joke that goes "Ray tracing is the technology of the
future and it always will be!". I don't think that's completely true, but I do
believe that ray tracing is not the answer-it's part of an answer. Furthermore,
I believe that the C/C++ language programming interfaces for GPU computing are
useful for programming ray tracing to run on GPUs. Over time, I expect the
graphics APIs will evolve to embrace ray tracing as part of the 3D graphics "bag
of tricks" for making images.
Well, Ray-tracing is the long-term future of 3D graphics . Rastering
limitations will start to become more apparent over time as polygon and lighting
complexity in scenes increase. There is a point where Ray-tracing is just as
fast as rastering at rendering extremely complex scenes. The biggest catch right
now is that computing hardware is still not powerful enough to do gaming scenes
with ray-tracing in real-time. |
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