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extrem RT


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hi, enclosed are some screenshots and movies from our new engine.

the rt-kernel is running on top of a distributed shared memory architecture.

the layer can connect several pcie-v2 transport mediums at 6.7gbyte/s and around 2usec latency

for small messages. it must be said here that the data transport is fully asynchronous and involves none of the cores at all.

the system scales far beyond any availabale n-core systems today and has a incredible accumulated memory bandwidth.

 

 

we added some feature that are not avilable in other "realtime"

(whatever realtime means today) rtrt engines today:

 

- complex dynamics

- ray differentials => hq texture filtering etc.

- 4x - 64x aa (mitchell-netravali reconstruction) => productive quality

- high screen resolutions (e.g. 2800x1050) or simple full hd

- displacement mapping (still limited)

- no limitations in texture or geometry size

 

 

the entry-level architecture of the system is f.e. several order of magnitude faster than any nv tesla setup. compared to off-line renderers like mr, vray and the like, this approach gives you the final result during modelling and

is able to feed vr-walls

 

snganRT

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we added some feature that are not avilable in other "realtime" (whatever realtime means today) rtrt engines today

 

so who's "we" ?

 

some new-much-better-rt-engine-than-all-else without any official website? hmmm

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I must say that I'm impressed with the AA and screen resolution. However comparing this to VRayRT makes absolutely no sense. VRayRT is the fastest way to come to the best rendering with VRay including GI. Where can I find more about ExtremeRT, especially how lighting is set up ? Is it another engine that takes your baked objects and moves through them at faster fps, with better AA and larger res ? Or does it support realtime GI including light(color) changes, reflections, refraction, SSS, shadows, etc ? What "final result" do you mean ? Do you have your own shading engine/language do get to this "final result ?

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