flat assembler
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> Projects and Ideas > Currently working on real time ray tracing engine |
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AsmGuru62 23 Mar 2014, 23:01
Welcome!
If you know C++, then you not an absolute beginner. But if you have FASM questions -- fire away! People are great on this forum, so you should get some good answers. Ray tracing sounds interesting. I think I recall this technology being used in games to model the view of the world. But that was long ago... Personally, I can't think of anything hard in FASM. |
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23 Mar 2014, 23:01 |
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shogun 23 Mar 2014, 23:25
Thanks for respond.
It is my first day with FASM, and I have found some difficulties, however I did not expect it will go nice and smooth since first day You are right, I am not absolute beginner, I have used assembler inserts in C++ in past, however it can not to be compered to writing all code in ASM. I just feel as absolute beginner right now Have a good night guys. |
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23 Mar 2014, 23:25 |
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tthsqe 24 Mar 2014, 01:01
real time ray tracing? on cpu or gpu?
I haven't been able to get my cpu ray marcher to do better than 1-2 sec per frame, which is definitely not real time... |
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24 Mar 2014, 01:01 |
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LocoDelAssembly 24 Mar 2014, 14:25
http://www.youtube.com/watch?v=Q8RXo0KOJ90
Not outstanding quality, but real time nonetheless |
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24 Mar 2014, 14:25 |
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tthsqe 24 Mar 2014, 18:02
LocoDelAsm,
I somehow doubt that that can computed in real time with a Pentium II. The comments on the video are not very informative. Even with all of the AVX and FMA bells and whistles of the new haswell quad core, I took about 40-60 seconds per frame in http://www.youtube.com/watch?v=M8RJ8hoaPis at 1280x720 with 8x anti-aliasing. |
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24 Mar 2014, 18:02 |
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LocoDelAssembly 24 Mar 2014, 18:26
Yes, the comment in YouTube is probably a mistake, the demo was actually prepared for Pentium IV (there was even a setting for it before it begins). When I tried it on my old Athlon64 it ran more or less at the same speed and quality as shown in YouTube.
Cool animation BTW, I guess the reason for being so slow is because of the really complex object you are dealing with. Probably "remastering" the Still Sucking Nature demo to 720p and some AA would give a somewhat enjoyable experience (when people are reminded of the great achievement it is to have the CPU do all the work, otherwise the low frame rate will impact way too negatively on the viewers' perception). |
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24 Mar 2014, 18:26 |
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tthsqe 24 Mar 2014, 19:06
Ok - i just ran the demo and it looks very impressive for realtime cpu. I wouldn't mind remastering it, but I didn't see they source included.
Once I tried raytacing a scene with a bunch a spheriods in it, and I wasn't too impressed with the performance. Maybe some clever data structure are required for the objects... |
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24 Mar 2014, 19:06 |
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shogun 24 Mar 2014, 20:28
Quote:
Course GPU. The main idea is to do all the bounces calculation using openCL, I have no Idea how I gonna do that in ASM yet However I think that if its possible in C++, it should possible in ASM as well Doing Ray tracing in CPU is pointless today, as even modern 4th gen. I7 will not hit frame / 10 sec. in 720p resolution if all the features offered by ray tracing will be used. Even with openCL I do not expect to get real time, but... will see later. It is nice that someone else is dealing with ray tracing. Are you using some api to have a real time view. for now I was rendering to img, and then I was opening the image to see result. Shogun. |
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24 Mar 2014, 20:28 |
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