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Talk:Ray-tracing hardware

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little or nothing to do with whether one is using rasterization or ray tracing. Perhaps the sentences could be replaced with a mild claim that ray tracing can make more effective use of BSP-based culling, because the volume of interest can be a single ray, rather than the view frustrum. However, I feel that there is NO justification for talking about linear versus logarithmic performance. If I'm going on a long journey, I don't care if my car can instantaneously teleport itself to the end of my street; what I care about is the car's performance over the whole trip. It is technically useful to be aware that ray-tracing has a specific benefit in relation to BSP-tree culling. It is misleading to make a broad statement about performance. If this was an article about the performance benefits of BSP-tree culling, then the performance claim might be appropriate.
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anyone involved in a modern rasterizer-based engine, whether hardware or software, would take issue with that comparison. Hence, it is probably not NPOV. I do understand the point being made: the logarithmic solution for ray tracing comes readily; approaching logarithmic for rasterizers requires other complex techniques. And yes, the rasterization itself will still be linear. But, a "properly implemented" GPU based on rasterization will NOT display linear metrics for a scene of interesting complexity. And this is truer and truer every year.
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the sense of needing to be applied to ALL polygons in the viewing frustrum) is per-pixel depth calculation. The EXPENSIVE operations (texture lookup, lighting) can, at least in theory, only be done for visible pixels of visible polygons. E.g. identical to what is claimed as one advantage of ray-tracing. IMHO, no longer a significant advantage for ray-tracing.
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IMHO this could mislead the reader, if taken as a comparison to the alternative hardware approach ( current mainstream GPUs, which are rasterization based). While rasterization itself does scale linearly, that isn't where the bulk of graphics time is spent in modern games (which are the leading edge
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Having pondered the issue some more, I now believe that the mentioned sentences should be DELETED. Consider a dynamically changing scene. Whether performance degrades towards linear has everything to do with the quality of one's culling approach (e.g. how quickly one can modify the BSP-tree) -- and
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I see that "Note 5" mentions that BSP can be used with rasterization, but only to reduce to the viewing frustrum. Again, true but misleading. That's what z-buffer helps with. Yes, the BSP only takes one so far, but combined with a z-buffer makes rasterization cheap: the only "linear" algorithm (in
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After further thought, I have marked the statement as POV, despite the notes that attempt to lessen its POV-ness. Reason: The paragraph compares the simplest possible implementation of rasterization, to "a properly implemented" ray tracer. This is not an apples to apples comparison. I think that
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As I noted before - newer API rasterisation methods such asDirectX 10 D3D10_QUERY_OCCLUSION_PREDICATE or OpenGL 3.0 HP_occlusion_query can help cull BSP volumes better than a simple frustrum cull (and better than linear)- especially if you add code to try to process the
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Bottom line: while the statement is true, in a narrow sense, it needs more context, to be helpful rather than misleading. I'm not sure I know enough to attempt to rewrite it, so for now I'll just comment on it, in hopes this inspires someone else to do
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this before deferred rendering was commonly implemented in commercial software (ie games) - nowadays it is almost a standard.. Subjectively it could be said that the the term "difficult" is no longer accurate.
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should be merged and redirect to this article - articles cover research projects, not final products - there is at least as much info in this article as there are in the separate articles on the specific
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mentioned as a benefit of ray tracing when compared to rasterization, since BSP trees are an essential part of all modern (rasterization based) game engines. As discussed in
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scene's BSP spaces in order roughly "near front to far back" order.. - works better on "inside" or "hilly" scenes and poorly on scenes with fractally structures eg trees..).
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The paragraph compares the simplest possible implementation of rasterization, to "a properly implemented" ray tracer
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on Knowledge. If you would like to participate, please visit the project page, where you can join
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on Knowledge. If you would like to participate, please visit the project page, where you can join
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It's possible that other parts may need altering, or modifying - eg I wrote
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for techniques that restrict the exposure to linear-scaled algorithms.
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I plead out of date info, not an intention to mislead ;) ..
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I take the point - and have removed the comparison. eg
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Deferred shading#Deferred lighting in commercial games
171:, a collaborative effort to improve the coverage of 85:, a collaborative effort to improve the coverage of 213:This article has not yet received a rating on the 294:page - didn't notice the link was to a disambig. 8: 19: 136: 47: 467:Low-importance computer graphics articles 259:I do agree with the merge, especially on 138: 99:Knowledge:WikiProject Computer graphics 49: 472:WikiProject Computer graphics articles 462:Start-Class computer graphics articles 102:Template:WikiProject Computer graphics 482:Unknown-importance Computing articles 342:BSP trees / Overview, final paragraph 7: 165:This article is within the scope of 79:This article is within the scope of 38:It is of interest to the following 14: 322:drivers of GPU performance). See 158: 140: 72: 51: 20: 193:Knowledge:WikiProject Computing 119:This article has been rated as 477:Start-Class Computing articles 196:Template:WikiProject Computing 1: 304:16:21, 27 February 2010 (UTC) 282:14:07, 27 February 2010 (UTC) 254:14:05, 27 February 2010 (UTC) 187:and see a list of open tasks. 93:and see a list of open tasks. 82:WikiProject Computer graphics 391:12:25, 23 October 2012 (UTC) 376:08:56, 23 October 2012 (UTC) 360:08:29, 23 October 2012 (UTC) 336:Also, its rather odd to see 312:Comparison to rasterization 503: 215:project's importance scale 125:project's importance scale 105:computer graphics articles 445:01:33, 31 July 2013 (UTC) 212: 153: 118: 67: 46: 433:"shadows are difficult " 487:All Computing articles 181:information technology 28:This article is rated 168:WikiProject Computing 292:Ray Processing Unit 199:Computing articles 34:content assessment 229: 228: 225: 224: 221: 220: 135: 134: 131: 130: 96:Computer graphics 87:computer graphics 59:Computer graphics 494: 278: 272: 267: 201: 200: 197: 194: 191: 162: 155: 154: 144: 137: 107: 106: 103: 100: 97: 76: 69: 68: 63: 55: 48: 31: 25: 24: 16: 502: 501: 497: 496: 495: 493: 492: 491: 452: 451: 332:Tiled rendering 314: 276: 270: 265: 234: 232:Proposed merges 198: 195: 192: 189: 188: 104: 101: 98: 95: 94: 61: 32:on Knowledge's 29: 12: 11: 5: 500: 498: 490: 489: 484: 479: 474: 469: 464: 454: 453: 450: 449: 448: 447: 426: 425: 424: 423: 417: 416: 415: 414: 406: 400: 383:ToolmakerSteve 378: 368:ToolmakerSteve 352:ToolmakerSteve 348: 345: 335: 319: 318: 313: 310: 309: 308: 307: 306: 233: 230: 227: 226: 223: 222: 219: 218: 211: 205: 204: 202: 185:the discussion 163: 151: 150: 145: 133: 132: 129: 128: 121:Low-importance 117: 111: 110: 108: 91:the discussion 77: 65: 64: 62:Low‑importance 56: 44: 43: 37: 26: 13: 10: 9: 6: 4: 3: 2: 499: 488: 485: 483: 480: 478: 475: 473: 470: 468: 465: 463: 460: 459: 457: 446: 442: 438: 437:83.100.174.82 434: 430: 429: 428: 427: 421: 420: 419: 418: 412: 407: 405: 401: 398: 394: 393: 392: 388: 384: 379: 377: 373: 369: 364: 363: 362: 361: 357: 353: 343: 339: 333: 329: 325: 316: 315: 311: 305: 301: 297: 293: 289: 285: 284: 283: 279: 273: 268: 262: 258: 257: 256: 255: 251: 247: 242: 238: 231: 216: 210: 207: 206: 203: 186: 182: 178: 174: 170: 169: 164: 161: 157: 156: 152: 149: 146: 143: 139: 126: 122: 116: 113: 112: 109: 92: 88: 84: 83: 78: 75: 71: 70: 66: 60: 57: 54: 50: 45: 41: 35: 27: 23: 18: 17: 432: 410: 396: 320: 290:I meant the 235: 166: 120: 80: 40:WikiProjects 324:Z-buffering 296:Shortfatlad 246:Shortfatlad 30:Start-class 456:Categories 338:BSP trees 190:Computing 177:computing 173:computers 148:Computing 411:object's 261:SaarCOR 237:SaarCOR 123:on the 330:, and 266:Minima 244:items. 179:, and 36:scale. 395:Yes. 347:so... 441:talk 404:diff 387:talk 372:talk 356:talk 300:talk 286:For 277:talk 250:talk 239:and 288:RPU 241:RPU 209:??? 115:Low 458:: 443:) 389:) 374:) 358:) 326:, 302:) 280:) 252:) 175:, 439:( 385:( 370:( 354:( 344:. 298:( 274:( 271:c 248:( 217:. 127:. 42::

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SaarCOR
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14:05, 27 February 2010 (UTC)
SaarCOR
Minima
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