Future Graphics Rendering
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Future Graphics Rendering
A scoopit page looking at various aspects of the future of graphics rendering, such as Voxels, Ray Tracing, what Nvidia is doing and the current state of rendering in the game industry.
Curated by Andrew Paroz
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Ray Tracing: Graphics for the Masses

Ray Tracing: Graphics for the Masses | Future Graphics Rendering | Scoop.it
A practical introduction to ray tracing 3D graphics for readers not familiar with graphics
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This is a webpage that provides an in-depth look at how basic ray tracing works. Gives a good insight to exsactly what ray tracing algorithyms do in order to render lighting, and compares this method ot the tradional phong based shading model.

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Tessellation Overview (Windows)

Tessellation Overview (Windows) | Future Graphics Rendering | Scoop.it
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An instruction guide about how DirectX11 handles the new technology of Tessellation. Goes into good detail on how DirectX11 attemtps to render objects with tessellation and the benifits of. Talks about how tessellation is put into the rendering pipeline, and the potnetial visual to speed upgrades it can provide. Of course this only covers DirectX11 implementation, and the OpenGL API also has the same abilities.

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Shedding some realistic light on Imagination's real-time ray tracing card

Shedding some realistic light on Imagination's real-time ray tracing card | Future Graphics Rendering | Scoop.it
The Caustic R2500 wants to disrupt your CAD workflows (in a good way).
Andrew Paroz's insight:

An article that explains what ray tracing is, and how the hardware coming out now and in the future will be able to do it. Dicusses the problems in graphics rendering that ray tracing solves in regards to realistic lighting and shadows.

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Battlefield 3: the five key strengths of Frostbite 2

Battlefield 3: the five key strengths of Frostbite 2 | Future Graphics Rendering | Scoop.it
Keith Stuart: EA Dice general manager Karl Magnus Troedsson gave a fascinating talk about Battlefield 3 at the Eurogamer Expo – including the five key strengths of the Frostbite 2 engine
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An article talking about the Frostbite 2.0 engine that battlefield 3 uses for rendering. It is one of the current frontrunners in terms of video game rendering technology.

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DirectX 11 Tessellation

DirectX 11 Tessellation | Future Graphics Rendering | Scoop.it
Andrew Paroz's insight:

A good article from Nvidia that describes what the new rendering technique of Tessellation is about. It is far fro ma in-depth view, but it does provide a good overview of the advantages to it. Like normal, because its a Nvidia created article, it does not mention ATI solution to the same problem, but the majority is about Tessellation rather then Nvidia's products.

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NVIDIA CUDA Software and GPU: Parallel Computing Architecture

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This is a bit of a different resource, it is slides fro ma Nvidia presentation in 2007. It is very limited i nthe infomation it can provide as most is now well out of date, and the second half is only about how to use thier technology. What is is useful is showing the last big movement in the 3D Rendering Scene when shaders moved from fixed pipeline to a full programmable pipelien that is still used today.

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Voxel-Based Graphics on Intel Architectures | Intel® Developer Zone

Voxel-Based Graphics on Intel Architectures | Intel® Developer Zone | Future Graphics Rendering | Scoop.it
Andrew Paroz's insight:

This is an Intel paged that talks about Intel based voxel rendering that was written back in 2011, so obviously the bias will be towards Intel. However it does cover what Intel is doing to try and approach voxel based rendering. It outliens the advantages and problems with voxel rendering and the best places for it's use.

 

This article also has a good number of links to published works that cover rendering all the way back to the 90's.

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What is the Uncanny Valley?

What is the Uncanny Valley? | Future Graphics Rendering | Scoop.it
Coined in 1970 by Japanese robotics professor Masahiro Mori, the term
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A really good article that decribes both what the Uncanny Valley is, and how important it is to the future of graphical rendering and way that it could be solved. In short, the Uncanny Valley is the sections of 'realism' where it is real enough to seem real, but slighty off-putting as full realism hasn't been reached. It is a very relevent topic for games where realistic characters are trying to be created.

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It's a scam!

It's a scam! | Future Graphics Rendering | Scoop.it
Perhaps you’ve seen the videos about some groundbreaking “unlimited detail” rendering technology? If not, check it out here, then get back to this post:...
Andrew Paroz's insight:

A blog post by game developer 'Notch' dicussing the impossiblity of claims made by developer of a voxel based, and outlining many of the problems that we still face with voxel based systems. The best points are about the sheer memory requirement we need with tradional voxel based systems.

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Moore's Law: The rule that really matters in tech

Moore's Law: The rule that really matters in tech | Future Graphics Rendering | Scoop.it
In 1965, Intel co-founder Gordon Moore foresaw an inexorable rise in chip power that eventually delivered the computer to your pocket. While long in the tooth, Moore's prediction still has plenty of life in it.
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An article descibing Moore's law, and quite frankly any look at technology in the future will have some impact from Moore's Law. This article also explains how hard it will be to keep up Moore's Law as we reach the limit of how small we can make things.

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Simple and Efficient Traversal Methods for Quadtrees and Octrees

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This is a short, but very good report on what quadtrees and octrees are. This releated to voxel based rendering which requires a sotrage method for vast amounts of infomation that need to be able to be accessed quickly. It goes into good detail on how to build a quadtree and algorithyms to quickly transverse it.

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Valve: OpenGL is faster than DirectX — even on Windows | ExtremeTech

Valve: OpenGL is faster than DirectX — even on Windows | ExtremeTech | Future Graphics Rendering | Scoop.it
In a scary twist that reinforces Valve's distaste of Windows 8, it turns out that the Source engine -- the 3D engine that powers Half Life 2, Left 4 Dead, and Dota 2 -- runs faster on Ubuntu 12.04 and OpenGL than Windows 7 and DirectX/Direct3D.
Andrew Paroz's insight:

A fairly recent article that talks about the new improvements being found within OpenGL and DirectX, the main two rendering libraries in computers. This articles is based off reports from game developer and publisher Valve, that their games are rendering faster under OpenGL then DirectX. Whiel the article mainly focuses on Linex based systems, it also has mention of Windows based comparions.

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Nvidia gets into the server biz with Visual Computing Appliance • The Register

Nvidia gets into the server biz with Visual Computing Appliance • The Register | Future Graphics Rendering | Scoop.it
Andrew Paroz's insight:

Artilce about Nvidia's solution to handling large amount of data and file sharing through a cloud based system. Although this article isnt directly related to graphical rendering, the same system is also being used to set up rendering farms that could in the future rendering a 3D scene and stream the result to a regular PC that doesnt have advanced hardware.

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Nvidia: The Future of Graphics Processing

Nvidia: The Future of Graphics Processing | Future Graphics Rendering | Scoop.it
During ECGC 2011, Nvidia senior vice president of content and technology Tony Tamasi made a startling prediction during his keynote presentation called
Andrew Paroz's insight:

A good article that is dicussing Nvidia cliams from thier ECGC 2011 presentation on the future of graphical processing. The infomation is a little outdated being 2 years old, but many of their claims here are starting to appear in their newer CUDA technologies.

 

It also looks at rendering in regards to both 3D design and Game Engines.

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