Hardware RayTracing - Version 2

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sio2
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Hardware RayTracing - Version 2

Post by sio2 »

I've posted an updated version of my Hardware Ray Tracing demo on my website: http://sio2.g0dsoft.com

Note the hardware requirements in readme.txt!

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Text from readme.txt:
This is a demo of hardware ray tracing using the Irrlicht 3D Engine. It is a modified version of the original nVidia demo.

The scene is rendered by drawing a viewport-sized quad (two triangles) and "tracing" a ray from the viewpoint through each pixel in the quad. The Pixel Shader calculates the intersection of each ray with primitives in the scene, determines the "closest hit" and then calculates the colour of the given pixel. Reflections are handled by tracing another ray from the intersection point into the scene.

The original demo hard-coded the scene objects into the shader; this demo uses Irrlicht scene nodes for the scene objects (spheres and light) and Irrlicht SceneNodeAnimators for animating the scene nodes. Shader constants are gathered for each scene node every frame and uploaded to the pixel shader for calculation of the scene.

NOTE: This updated demo is for graphics cards with high-performance Pixel Shader hardware - see Requirements below. Pixel Shader requires hardware with at least 1191 instruction slots.

Usage
=====
Move mouse to alter viewpoint.
WASD keys to move camera.
Alt-F4 or Escape key to exit.

Requirements
============
Drivers:
Latest DirectX 9.0b drivers [www.microsoft.com/directx],
Latest DirectX9 drivers for your graphics hardware [from your HW vendor].

Graphics hardware with support for:
Vertex Shader 3.0 or better
Pixel Shader 3.0, or better.

Recommended:
nVidia 7000 series (7600, 7800, etc)
ATI Radeon x1800 or x1900 series (x1800, x1950, etc).
Anteater
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Post by Anteater »

Now's when I wish I had a decent video card and not an N*Vidia GeForceFX 5200. :D Screenshot looks awesome, though!
Rambus
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Post by Rambus »

Looks better everytime I see it sio2 :)
sio2
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Post by sio2 »

Anteater wrote:Now's when I wish I had a decent video card and not an N*Vidia GeForceFX 5200. :D Screenshot looks awesome, though!
A screenshot doesn't really do it justice, though, compared to seeing it moving (and being able to move the camera). 8)
lostclimategames
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Post by lostclimategames »

ehhh i dont know why but its saying i need sm 3, and i already have sm3 , i have an ati radeon x1400 :/
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sio2
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Post by sio2 »

lostclimategames wrote:ehhh i dont know why but its saying i need sm 3, and i already have sm3 , i have an ati radeon x1400 :/
Yeah, the spec sheet on the ATI website says it's SM3.0. Have you gone to microsoft.com/directx and installed the latest directx?

BTW The X1400 is not in the list of recommended graphics cards, but please try it and see what your frame rate is. This demo makes very heavy use of the PS3.0 pipeline.
lostclimategames
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Post by lostclimategames »

yeah i have the latest directx runtimes, and everything,i even have the newest sdk which im pretty sure comes with them... so i should be fine, i tried redownloading everything, nothings working
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sio2
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Post by sio2 »

lostclimategames wrote:yeah i have the latest directx runtimes, and everything,i even have the newest sdk which im pretty sure comes with them... so i should be fine, i tried redownloading everything, nothings working
My readme says:
NOTE: This updated demo is for graphics cards with high-performance Pixel Shader hardware - see Requirements below. Pixel Shader requires hardware with at least 1191 instruction slots.
A bit of Googling solved this - the X1400 has the bare minimum 512 PS3.0 instruction slots (for reference, a 7800GTX has 4096).
lostclimategames
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Post by lostclimategames »

aha! i see now, you know for stuff like this you'd think just having to know the shader model your running on, but nope now you need to know the instruction slots tooo.... grrr
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