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Index > Projects and Ideas > Currently working on real time ray tracing engine

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shogun



Joined: 19 Mar 2014
Posts: 3
Location: United Kingdom
shogun 23 Mar 2014, 18:39
As it is my first post, I would like to say "thank You" to Mr. Grysztar, not only for the time spent on developing and polishing FASM, but also for sharing his hard work with everyone for free, as well as creating and supporting such great community. Also I wish to say "thank you" to all developers actively supporting others on this forum, as in modern times it's not only kind of unusual behaviour, but simply it is something unusual at all.

I am C++ programmer with basic assembly language knowledge. Currently working on real time ray tracing engine, and because I decided to use OpenCL for efficiency increment, I have found that it will be great idea to rewrite everything from beginning for better code clarity, and to increase the efficiency as well of course Very Happy in that point I have few questions... which I forgot for now Smile so I will get back in hire with more or less difficult questions in short future Smile also I want to point that I choose FASM for my development because of many reasons, but the main one is a great active community.
Do not take me wrong guys Smile I don't expect anyone to do anything for me, but I am sure that everyone understand how useful can be, if someone point you in good direction when you need this .......

I will be very happy if someone point the mostly difficult things in FASM.
I know it vary from person to person..... also guys you can feel more than welcome to mention anything you thing may be helpful, or important for absolutely beginner, as me....

Thanks.
Shogun.
Post 23 Mar 2014, 18:39
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AsmGuru62



Joined: 28 Jan 2004
Posts: 1617
Location: Toronto, Canada
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.
Smile
Post 23 Mar 2014, 23:01
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shogun



Joined: 19 Mar 2014
Posts: 3
Location: United Kingdom
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 Smile

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 Wink

Have a good night guys.
Post 23 Mar 2014, 23:25
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tthsqe



Joined: 20 May 2009
Posts: 767
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...
Post 24 Mar 2014, 01:01
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LocoDelAssembly
Your code has a bug


Joined: 06 May 2005
Posts: 4624
Location: Argentina
LocoDelAssembly 24 Mar 2014, 14:25
http://www.youtube.com/watch?v=Q8RXo0KOJ90
Not outstanding quality, but real time nonetheless Laughing
Post 24 Mar 2014, 14:25
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tthsqe



Joined: 20 May 2009
Posts: 767
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. Sad
Post 24 Mar 2014, 18:02
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LocoDelAssembly
Your code has a bug


Joined: 06 May 2005
Posts: 4624
Location: Argentina
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).
Post 24 Mar 2014, 18:26
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tthsqe



Joined: 20 May 2009
Posts: 767
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...
Post 24 Mar 2014, 19:06
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shogun



Joined: 19 Mar 2014
Posts: 3
Location: United Kingdom
shogun 24 Mar 2014, 20:28
Quote:

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...


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 Wink However I think that if its possible in C++, it should possible in ASM as well Wink

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.
Post 24 Mar 2014, 20:28
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