Ulf Ochsenfahrt wrote:
5. Private project by Bruno Barberi Gnecco. He currently has a purely
software-based realtime rendering approach right now, but says that he
has been developing a hw-based approach.
Just a clarification: The SW-based is part of my MSc, which I'm
just about to get.
6. Private project by Ulf Ochsenfahrt. He has a sw raytracer right now,
which he started to translate into hw yesterday. He just needs to figure
out how to get that stupid PCI interface (from opencores) to work. ;)
I'm having the same PCI problems, so if you would like to join
forces, I'd be glad :)
There are also a couple of Shading Language based raytracers out there,
at least 5-6 projects as well (possibly more). It's easier to get into
SL-based rendering because it doesn't need expensive hw-development
kits. If anyone is interested in a more detailed list, send me an email.
I am. Last time I looked, these projects could only handle small
scenes in RT. If you have any references on algorithms for real-time
update of spatial subdivision structures (for animated scenes), please
email them as well.
Thanks to Bruno Barberi Gnecco for the pointer to the 4th project (and
his own).
BTW, I remembered of another one. The processor was not made for
ray tracing, but I think it's worth mentioning. I don't know what is the
current status of the research, but here's the reference:
@INPROCEEDINGS{Kobayashi2002,
author = {Hiroaki Kobayashi and Ken-ichi Suzuki and Kentaro Sano and Nobuyuki
Oba},
title = {Interactive Ray-Tracing on the 3DCGiRAM Architecture},
booktitle = {Proceedings of ACM/IEEE MICRO-35},
year = {2002},
}
This paper is available for download:
http://www.pdcl.eng.wayne.edu/msp4/paper9.pdf
--
Bruno Barberi Gnecco <brunobg_at_users.sourceforge.net>
http://www.lsi.usp.br/~brunobg/
New members urgently required for SUICIDE CLUB, Watford area.
-- Monty Python's Big Red Book
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