I think you are wrong, having ray tracing in the same scenegraph which you use for real-time rendering is not because you want to use it for the every day simulator. The purpose mainly (until it is fast enough) is for engineering, movie making, screenshots etc. where real time is not an issue.
Generating movies of high-quality from a simulator without the need to write a single line of code is not a bad thing!! Its a request you get on a daily basis when you sell simulators. Optix is nothing but a framework for a GPU accelerated raytracer, it has its SDK, and it obviously need to be explicitly called. So I guess you need to dispatch each state/geometry call in any scenegraph into an Optix call. Complex on the other hand, blends in just fine with OpenSceneGraph, its for load balancing/scalability for MultiGPU systems. It dispatches state/geometry calls onto multiple GPU:s Im not sure how Complex/Optiplex blends together though. Would be nice to dispatch OSG rendering using CompleX, which connects to Optix and voilá you get some raytracing... However, the input for the raytracer material does not fit into any real-time scenegraph...fresnel, etc. Lots of parameters which is no where to be found in OSG. Anyway, I just wondered if someone had played around with Optix and seen any relation to OSG. NVidia has some presentations which mention osg together with Optix/Complex. But I guess it only relates to CompleX. /A On Tue, Aug 10, 2010 at 5:47 PM, Jason Daly <[email protected]> wrote: > Anders Backman wrote: > >> >> If so, its nothing but a huge leap forward, being able to render >> hi-quality stuff to get screenshots, movies using the same code/app as in >> realtime. >> > > I should also mention that it wouldn't be using the same code as in > realtime. You have to write the OptiX code to get the ray tracing done. > It's not hard to do, from the examples I've seen, but it's not just plain > old scene graph code either. > > What they're showing off is the ability for SceniX to manage the scene > structure, but actually doing the rendering using ray tracing. Their OptiX > engine does run interactively, but it uses "progressive refinement". If the > scene to be rendered is complex enough, you don't get a pretty picture at > first. You get a really grainy one instead. If you keep the camera still, > it slowly improves as more rays are cast to resolve the scene. It makes a > pretty cool demo, but its still got a while to go before it replaces > polygonal rendering for interactive apps. > > > --"J" > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > --
_______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

