nasty nets » paul http://nastynets.com internet surfing club Sat, 07 Jan 2012 02:04:31 +0000 en hourly 1 http://wordpress.org/?v=3.2.1 - http://nastynets.com/?p=1869 http://nastynets.com/?p=1869#comments Thu, 02 Apr 2009 23:01:36 +0000 paul http://nastynets.com/?p=1869

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- http://nastynets.com/?p=1758 http://nastynets.com/?p=1758#comments Wed, 18 Feb 2009 00:04:15 +0000 paul http://nastynets.com/?p=1758

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old html http://nastynets.com/?p=1728 http://nastynets.com/?p=1728#comments Tue, 10 Feb 2009 04:40:29 +0000 paul http://nastynets.com/?p=1728

thegroup.gif

the beat happening mailing list webpage   the page has moved and has a new
groundskeeper.  go to:

http://www.uweb.ucsb.edu/~ukimc11/

-
paul

 

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http://www.pcper.com/article.php?aid=455&type=expert http://nastynets.com/?p=1710 http://nastynets.com/?p=1710#comments Fri, 06 Feb 2009 08:11:46 +0000 paul http://nastynets.com/?p=1710 The benefits of ray tracing are pretty impressive as this banner indicates. Reflections, refractions and shadows can all be recreated to extreme detail that is all dependent on how much processing power you are willing and capable to shove at it. Because the rays reverse-simulate light the details levels can be very impressive, hence ray tracing is the choice of high-end movie makers.

Another interesting point here is the improvement in game development that could occur if ray tracing was accepted. Ray tracing by its nature is very easy to program and is simple to understand from an algorithmic point of view. Adding in new “effects” to the ray tracing engine is also pretty simple and all the complex and elegant coding required to get around rasterization limits could be avoided. This is obviously not a benefit that will be realized for quite some time as rasterization hardware is all that exists in the market now.

Ray tracing is one of these computing tasks that is highly scalable with the addition of new processing cores. With a simulated 16 core computer, the ray tracing team was seeing a 15x or better improvement in performance — not many applications can come close to that level of scalability.

The team used four different quad-core systems (Kentsfield based) connected via Gigabit Ethernet distribution systems to render in a simulated 16-core system. The results you can see were impressive with a 15.2x improvement in frame rate over the baseline systems. These tests were run at a resolution of 1024×1024 which is obviously not a classic gaming screen size, but pixels are pixels when it comes to rendering through raytracing.

The demo system that was on display at IDF was running a dual-quad core (total 8 cores) system as you can see from the 8-threads being processed in the task manager on screen. The image here is from a map on Quake 4 and is being rendered completely on the Intel CPUs while the GPUs are only taking the final image and sending it to the monitor.

In the upper left corner you can see a frame rate counter for this live test running at a 1280x720p resolution (or slightly smaller since it is in a window form). We have a 99 frames-per-second rate being shown and two additional values that are more complicated to understand. “TPP” is the average number of traversal steps through a tree that the raytracing algorithm goes through per pixel and the “XPP” number is the average number of triangles at the final stepping of the tree that need to be considered for generating the final pixel color.

Just prove that he wasn’t fooling us, Daniel zoomed out on the map to show the entire structure is visible and playable.

Here we see Daniel Pohl standing in front of a pre-recorded playback of the raytracing engine. Because the resolution is much higher here, it couldn’t run fast enough in real time so the video was recorded at a lower frame rate and then sped up to show how the future power of PCs could make a raytracing engine look.

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My Name is Boxxy http://nastynets.com/?p=1667 http://nastynets.com/?p=1667#comments Sat, 31 Jan 2009 23:02:08 +0000 paul http://nastynets.com/?p=1667

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RAPIOAL http://nastynets.com/?p=1622 http://nastynets.com/?p=1622#comments Fri, 30 Jan 2009 08:32:34 +0000 paul http://nastynets.com/?p=1622 guy2_1-30-09_finalb.gif

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2 hard http://nastynets.com/?p=1503 http://nastynets.com/?p=1503#comments Wed, 02 Apr 2008 03:06:59 +0000 paul http://nastynets.com/?p=1503
too_hard_small.jpg Too hard 4 YouTube

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closeup http://nastynets.com/?p=1490 http://nastynets.com/?p=1490#comments Tue, 01 Apr 2008 21:02:28 +0000 paul http://nastynets.com/?p=1490

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My Nasty Nets RGB Bracelet is Fading http://nastynets.com/?p=1364 http://nastynets.com/?p=1364#comments Thu, 13 Dec 2007 17:45:12 +0000 paul http://nastynets.com/?p=1364

it’s an omen

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Free Speech Flag http://nastynets.com/?p=1360 http://nastynets.com/?p=1360#comments Tue, 11 Dec 2007 20:46:54 +0000 paul http://nastynets.com/?p=1360

A image created by/for anti-DMCA (etc.) activists that contains RGB values forming the forbidden number of the HD-DVD/Blu-Ray encryption key, but saved in JPG format which causes a one-bit error in several of the bytes.

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