Nvidia has something called "CUDA", which is essentially a C-like programming 
language that compiles to the GPU.  I haven't looked into it, but my guess is, 
that's a tool real-time raytracing could benefit from, if it hasn't already.
 
I think if we've learned anything over the past 10 years or so, trying to use 
the CPU to do your pixel-level rendering is just too inefficient.  CPU's just 
aren't optimized for that purpose, but GPU's are.

----- Original Message ----
> From: "[EMAIL PROTECTED]" <[EMAIL PROTECTED]>
> To: OpenSceneGraph Users <[email protected]>
> Sent: Wednesday, November 14, 2007 4:33:12 PM
> Subject: Re: [osg-users] Real Time Ray-Tracing: The End of Rasterization?
> 
> Jean-Sébastien Guay wrote:
> > Hello,
> > 
> >> Interesting topic for graphics freaks :-) 
> >> http://blogs.intel.com/research/2007/10/real_time_raytracing_the_end_o.html
> >> 
> > 
> > Well, considering the fact that since about 2000, research in 
> > real-time raytracing has been ongoing, but has relied on distributed
> > computing (sometimes 40 machines or more in parallel), combined to
> > the fact that we're seeing more and more cores in CPUs these days,
> > and finally that raytracing is easy and efficient to parallelize
> > (which as we know is not always the case for GPU-based rendering)
> > it's only logical that it's coming.
> > 
> > The question is when will it start being useful for the general 
> > population, as the mainstream use of GPUs is now.
> > 
> > It's a very powerful and intuitive technique that I wish were more in
> > use today. Hopefully it will be in the not so distant future.
> > 
> > J-S
> 
> http://blogs.intel.com/research/2007/10/more_on_the_future_of_raytraci.php
> 
> > David Kirk, Nvidia’s chief scientist was a panelist on a panel called
> > “When Will Ray-Tracing Replace Rasterization” at SIGGRAPH 02. There
> > he said,
> > 
> > “I’ll be interested in discussing a bigger question, though: ‘When
> > will hardware graphics pipelines become sufficiently programmable to
> > efficiently implement ray tracing and other global illumination
> > techniques?’. I believe that the answer is now, and more so from now
> > on! As GPUs become increasingly programmable, the variety of
> > algorithms that can be mapped onto the computing substrate of a GPU
> > becomes ever broader. As part of this quest, I routinely ask artists
> > and programmers at movie and special effects studios what features
> > and flexibility they will need to do their rendering on GPUs, and
> > they say that they could never render on hardware! What do they use
> > now: crayons? Actually, they use hardware now, in the form of
> > programmable general-purpose CPUs. I believe that the future
> > convergence of realistic and real-time rendering lies in highly
> > programmable special-purpose GPUs.” - David Kirk, Nvidia.
> > 
> > This was five years ago!
> 
> 
> hopefully people are going to implement it with ati and open source drivers.
> maybe they add their gpu as a coprozessor to gcc. would enable to compile a
> renderer with ati chip support.
> 
> http://www.realityprime.com/articles/scenegraphs-past-present-and-future#tomorro
> w
> 
> lets see what the future brings and where osg is heading.
> 
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