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From: <or...@vp...> - 2003-05-12 18:24:43
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Hello! Okay, some people are fascinated by Longhorn, I'm fascinated about 3D :) Take a look at http://www.openrt.de And yes, this has to do something with programming, as it is something like opengl, but with ray-tracing, and it may change peoples direction in 3D development... -- Greetings, Balázs |
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From: Astar <As...@tu...> - 2003-05-13 15:09:16
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Hello OROSZI, Monday, May 12, 2003, 9:24:53 PM, you wrote: OB> Hello! OB> Okay, some people are fascinated by Longhorn, I'm fascinated about 3D :) OB> Take a look at http://www.openrt.de OB> And yes, this has to do something with programming, as it is something OB> like opengl, but with ray-tracing, and it may change peoples direction OB> in 3D development... I don't think so, cause it isn't free like OpenGL & Direct3D. And it dependent on some specific hardware (its need some chip). -- Best regards, Astar mailto:As...@tu... |
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From: <or...@vp...> - 2003-05-13 20:49:36
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Astar wrote: > I don't think so, cause it isn't free like OpenGL & Direct3D. And it > dependent on some specific hardware (its need some chip). 3dfx Glide was not free, and so an alternative came (hardware supported OpenGL - I know this existed earlyly, but don't get into details now...), and 3dfx died (see www.3dfx.com). Probably this will also happen with openrt - new implementations will come, but they will all be doing interactive ray-tracing. ATI and nVidia only began producing 3D hardware, because they saw, that 3dfx goes well. And where the money is,... Of course OpenRT needs "some chip". OpenGL also needs "some chip". That is what 3D HARDWARE is for, no??????? OpenRT needs hardware support, just like OpenGL does. Have you ever tried OpenGL in software mode? It produces less than 1 FPS... Trust me, OpenGL will quickly (2-4 years) become obsolete. The future is interactive ray-tracing. It's strength lies in it's independency of scene complexity. A one billion triangle scene renders just as well, as a 100 000 triangle scene. (I know, this is not *exactly* true, but don't let me plunge into details now... it has a logarithmic degrading - I can't express myself better) See these pics: http://www.openrt.de/Gallery/OliverDeussen_Sunflowers/Images/sunflowers_1.jpg http://www.openrt.de/Gallery/OliverDeussen_Sunflowers/Images/sunflowers_2.jpg http://www.openrt.de/Gallery/OliverDeussen_Sunflowers/Images/sunflowers_3.jpg http://www.openrt.de/Gallery/OliverDeussen_Sunflowers/Images/sunflowers_4.jpg IT IS DONE IN REAL TIME!!!! Well, THAT can be called: "detail"... -- Greetings, Balázs |
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From: Astar <As...@tu...> - 2003-05-13 23:04:10
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Hello OROSZI, Tuesday, May 13, 2003, 11:49:35 PM, you wrote: OB> Astar wrote: >> I don't think so, cause it isn't free like OpenGL & Direct3D. And it >> dependent on some specific hardware (its need some chip). OB> 3dfx Glide was not free, and so an alternative came (hardware supported OB> OpenGL - I know this existed earlyly, but don't get into details OB> now...), and 3dfx died (see www.3dfx.com). Probably this will also OB> happen with openrt - new implementations will come, but they will all be OB> doing interactive ray-tracing. ATI and nVidia only began producing 3D OB> hardware, because they saw, that 3dfx goes well. And where the money is,... OB> Of course OpenRT needs "some chip". OpenGL also needs "some chip". OB> That is what 3D HARDWARE is for, no??????? I mean that it needs __specific__ hardware. I don't think that gamers (or other end-consumers) want to buy one more $0000000 cards. ok! it usefull for 3d modelling, but we have Quadro cards from NV, and i don't think that NVidia agree to miss this sphere. and I want to remind you that main power of D3D/OGL are its powerfull tools (Cg, CgFX ), tons of documentation, lots of seminars and other teaching stuff. OB> OpenRT needs hardware support, just like OpenGL does. Have you ever OB> tried OpenGL in software mode? It produces less than 1 FPS... Yeah! We play to Quake II in software mode (640x480)... ~20-30fps on very "weak" computers.... OB> Trust me, OpenGL will quickly (2-4 years) become obsolete. The future is OB> interactive ray-tracing. :)) may be GL2 (GLslang) helps as? OB> It's strength lies in it's independency of scene complexity. A one OB> billion triangle scene renders just as well, as a 100 000 triangle OB> scene. (I know, this is not *exactly* true, but don't let me plunge into OB> details now... it has a logarithmic degrading - I can't express myself OB> better) OB> See these pics: OB> http://www.openrt.de/Gallery/OliverDeussen_Sunflowers/Images/sunflowers_1.jpg OB> http://www.openrt.de/Gallery/OliverDeussen_Sunflowers/Images/sunflowers_2.jpg OB> http://www.openrt.de/Gallery/OliverDeussen_Sunflowers/Images/sunflowers_3.jpg OB> http://www.openrt.de/Gallery/OliverDeussen_Sunflowers/Images/sunflowers_4.jpg OB> IT IS DONE IN REAL TIME!!!! Well, THAT can be called: "detail"... ok! some screenshots for you. Realtime. Without any specific (i mean you don't need buy something else) hardware. With soft requirements. http://zona.arhipelag.net/stalker/Screens/image18.jpg http://zona.arhipelag.net/stalker/Screens/image12.jpg http://zona.arhipelag.net/stalker/Screens/image29.jpg http://zona.arhipelag.net/stalker/Screens/image10.jpg http://www.oblivion-lost.com/community/screenshots/stalker050503.jpg http://zona.arhipelag.net/stalker/Screens/image31.jpg http://www.oblivion-lost.com/community/screenshots/stalker050603_01.jpg http://zona.arhipelag.net/stalker/Screens/image26.jpg (very big) http://zona.arhipelag.net/stalker/Screens/image32.jpg http://zona.arhipelag.net/stalker/Screens/image27.jpg (very big) http://zona.arhipelag.net/stalker/Screens/image20.jpg is it so bad? :)) P.S. sorry for my eNGliSh -- Best regards, Astar mailto:As...@tu... |
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From: <or...@vp...> - 2003-05-14 11:08:29
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Astar wrote: > I mean that it needs __specific__ hardware. I don't think that gamers > (or other end-consumers) want to buy one more $0000000 cards. > ok! it usefull for 3d modelling, but we have Quadro cards from NV, and > i don't think that NVidia agree to miss this sphere. Well, this is going to be loooooooong....... So... When 3dfx first introduced hardware supported 3d for consumers (us, gamers), then there was NO alternative, i.e.: it was __specific__ BUT: later came nVidia, ATI, etc. Other companies will produce hardware too for ray-tracing. > and I want to remind you that main power of D3D/OGL are its powerfull > tools (Cg, CgFX ), tons of documentation, lots of seminars and other > teaching stuff. OpenRT has better shader support - OGL shading is a hack, while ray-tracer shaders are trivial. For example: OGL shadows are a hack, and they also look crappy, and slow. While ray-traced shadows are accurate, and easier to write shaders for them. OpenRT has the EXACT same syntax, as OpenGL (hence the name) > OB> OpenRT needs hardware support, just like OpenGL does. Have you ever > OB> tried OpenGL in software mode? It produces less than 1 FPS... > > Yeah! We play to Quake II in software mode (640x480)... ~20-30fps on > very "weak" computers.... No, No, NO!!! Quake II HAS a software renderer separately. I meant software EMULATION of OpenGL. > OB> Trust me, OpenGL will quickly (2-4 years) become obsolete. The future is > OB> interactive ray-tracing. > > :)) may be GL2 (GLslang) helps as? It is still rasterization based - i.e.: SLOW, hack You can wax out a 50 year old russian car to look good, but when you see an Aston Martin (or anything better), then you will probably switch... > ok! some screenshots for you. Realtime. Without any specific (i mean > you don't need buy something else) hardware. I DON'T NEED A 3D CARD AT ALL??????? You are probably jokeing.... - or you are a bit uninformed... But anyway, those screens are still not REAL enough - the trees are still made with transparent polygons, while what I showed, there EVERY LITTLE STICK IS MODELLED... Tell me when is it going to be in OpenGL - but try to do it in this century.... There are huge differences between rasterization based rendering and ray-tracing, that I'm *NOT* going to explain now. The fact is, that OpenGL is getting a bit old... New technologies come, just wait a few year to see the results... Sad, but true: ray-tracing is faster for large scenes, generates way-better image quality, has automatic occlusion-culling (because of the algorithm), AND requires less hardware resources... than OpenGL -- Greetings, Balázs |
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From: Astar <As...@tu...> - 2003-05-14 21:45:45
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Hello OROSZI, Wednesday, May 14, 2003, 2:09:01 PM, you wrote: OB> Well, this is going to be loooooooong....... we do not live so long :)) >> ok! some screenshots for you. Realtime. Without any specific (i mean >> you don't need buy something else) hardware. OB> I DON'T NEED A 3D CARD AT ALL??????? OB> You are probably jokeing.... - or you are a bit uninformed... you don't understand @specific@??? stop kidding! All gamers have DX7 (or better) cards (from TNT to Radeon 9800Pro) i mean that you don't need to buy some more Video cards (of course you must have GeForce/Radeon, but for using OpenRT you mast buy _one more_ card, or it will be built into NV/ATI/Matrox cards). OB> There are huge differences between rasterization based rendering and OB> ray-tracing, that I'm *NOT* going to explain now. The fact is, that OB> OpenGL is getting a bit old... New technologies come, just wait a few OB> year to see the results... ok! Time will show to us the real "future"... -- Best regards, Astar mailto:As...@tu... |