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  • what's next?

    you know well...I love gpu rendering...it's fast, is realtime, I'm spending all my money in research.

    Now Vray-rt gpu it's mature and can compete with his brother vray.

    Distributed cuda render runs at the speed of light.

    I would like to know what we will see with the implementation of new gpu architectures. More textures? Bidirectional path tracing? Instances?

    Does Kepler have all the necessary logics to compute as a cpu?


    Regards

  • #2
    Oh, there are quite a few things still left to do (in no particular order):

    *) Complex shaders - mix maps, color corrections etc;
    *) Instances;
    *) Render elements;
    *) Sub-surface scattering;
    *) Matte objects.

    When we have these (and we have to implement them without hurting the performance), then we can talk about competition with the production renderer

    Best regards,
    Vlado
    Last edited by vlado; 23-05-2012, 09:41 AM.
    I only act like I know everything, Rogers.

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    • #3
      Originally posted by vlado View Post
      Oh, there are quite a few things still left to do (in no particular order):

      *) Complex shaders - mix maps, color corrections etc;
      *) Instances;
      *) Render elements;
      *) Sub-surface scattering;
      *) Matte objects.

      When we have these (and we have to implement them without hurting the performance), then we can talk about competition with the production renderer

      Best regards,
      Vlado
      I think that with kepler architecture you could improve some photo-realistic feature.

      I thought that sss was already implemented...

      For example I don't like how caustics are computed by vray-rt

      Probably with more powerful gpus you could develop new render algorithms. There is no a substantial difference between cpu and gpu vray render.

      The difference is only in speed, aliasing and precision.

      Regards

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