Re: [K3d-development] Lurker is back: SoC ideas
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From: Rene J. <cen...@ta...> - 2007-03-17 09:38:05
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... And DOH. It's already in the wiki. :) Sorry. I'll go back to lurking mode. The silent version... Rene Jensen wrote: >> #3... GPU-BASED REALTIME RENDER ENGINE >> >> A recent idea. I have just finished rendering 800 frames in Blender. >> Although I used 7 machines and 3 friends, I still managed to push my >> deadline almost a full day. After the war, one of my friends (a gaming >> freak) asked me why that could take so long since he didn't think the >> result looked better than what he had seen in a recent game. I told him >> that in FOSS/Linux the developers are nerds, that have no clue what is >> really happening in the rest of the world. >> >> He was right of course. Anyone tracking NVidia and ATI can easily see >> that one powerful GPU and a lot of trickery could deliver almost in >> realtime the same or better result than what 7 powerful machines >> couldn't do in 24 hours. >> >> And so: Since K3d has a perfectly ready RENDER ENGINE PLUGIN >> architecture starting to make a juicy GPU realtime renderer would be >> quite easy given a certain amount of mentoring. >> >> > > I am aware of the recent development of the OpenGL engine, but to me it > seems like it is more directed at usability in the UI, and not > production rendering itself. > > I am also aware, that different GFX-cards would produce different > results, and that none of these would have the quality that a real > rendering could give. However, I am also aware that for 9 out of 10 > uses, I would gladly trade a bit of quality if I could see the result > immediately. Most uses simply do not demand a perfect render, since the > modelling and setup was done sloppily anyway. > > What I wanted was more like: Realtime particles/fog. > Geometry-instantiation and use of the future OpenGL geometry shader. > Ambient occlusion, multi-texture-layer > specular/diffuse/bump+displace+parallax shader surface. Realtime > shadowcasting. Volumetric light. Shader-based sub-surface-scattering > skin textures and similar. A lot of hacks and dirty code, but all > confined inside the GL-FX-Engine. > > Happy day, > Rene Jensen > > > ------------------------------------------------------------------------- > Take Surveys. Earn Cash. Influence the Future of IT > Join SourceForge.net's Techsay panel and you'll get the chance to share your > opinions on IT & business topics through brief surveys-and earn cash > http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV > _______________________________________________ > K3d-development mailing list > K3d...@li... > https://lists.sourceforge.net/lists/listinfo/k3d-development > > > |