Originally posted by VikingGe
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NVIDIA's Work On Adding Ray-Tracing To Vulkan
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Originally posted by tpruzina3. Not necessarily in most cases, typical use case would be fluid dynamics simulation, where CL would compute "waves" and GL would render them using GPU shared memory (eg. CL would modify vertex buffers for GL)
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Originally posted by GunpowaderGuy View PostThis renwed interest in Ray tracing comes too late , neural networks can already be used for ilumination , and soon enough will be capable of reliably hallucinating high quality video in real time
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Originally posted by tpruzina
Basically "Tensor core" is a glorified FPU, it can't decode instructions, it can't execute instructions.
Here is rough GPU vendor marketing translation with CPU (near) equivalents:
SM/CU -> CPU core + L1 cache + stuff
TMU -> Load/Store pipeline
Cuda Core/Streaming Processor -> 1x Lane of vector/SIMD execution unit (FMA*)
Tensor core -> Accelerated "Cuda core" that works on 4x4 matrix
*FMA - fused multiply add, aka "a*b+c" on matrices (weights[i]*inputs[i]+biases[i] in neural networks)
https://youtu.be/KHa-OSrZPGo (GPU vs CPU hw)
Reusing known and working code that you got somewhere is almost always preferable to rewriting it from scratch, especially in the example case that I used before.
Or if you wanna support < 4.2 GL revision (or whenever was compute shader added, don't recall exactly) for example.
Those middleware things were often written for CL, especially for simulations where realtime performance doesn't matter since you are not trying to hit next frame under 16ms (or 6.9ms).
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Originally posted by GunpowaderGuy View PostThis renwed interest in Ray tracing comes too late , neural networks can already be used for ilumination , and soon enough will be capable of reliably hallucinating high quality video in real time
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Originally posted by VikingGe View PostOne that is based on OpenCL and therefore not usable for games. Or did I miss something here?
I think Nvidia just want to wire up their RTX stuff which they are already using as a DXR backend to Vulkan. Nothing wrong with that, although I have my doubts that anybody is actually going to use it any time soon.
As developer marketing manager at AMD, my mission is to enable developers to create ground-breaking experiences. That's why I am so passionate about GPUOpen -- AMD's open-source initiative to supply game and professional graphics developers with powerful tools to design better GPU-powered applications. In the blog below, I'll dive into AMD's Radeon Rays integration with Unity and how you can learn more on GPUOpen. Revolutionizing render times and workflows for realistic light effects has been one of the dominant themes at GDC 2018. The announcement of AMD’s Radeon Rays integration in Unity’s GPU Progressive Lightmapper is particularly exciting to game developers looking to boost the visual fidelity of their games assisted by an interactive baking workflow. Powering the GPU Progressive Lightmapper is a full integration with AMD’s Radeon Rays – a fully open source high performance GPU-accelerated ray tracing engine for low level engine developers and supporting OpenCL, Vulkan and C++ backends. Radeon Rays can be used as an important building block of a renderer supporting global illumination rendering, sound rendering (through True Audio Next) and AI. Radeon Rays can be used for lightmap baking and light probe calculation using ray tracing and is being integrated by a number of developers to improve the lighting effects in their games. For a deeper dive into how Radeon Rays are used in a gaming rendering workflow, check out this presentation from GDC 2017. Previous lightmapping solutions would take hours to compute even moderate sized scenes. Expansive outdoor environments could take days.
I am very much looking forward to 2018.2 release with a preview of this functionality.
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Originally posted by VikingGe View PostThey explicitly mention that they are going to use it to bake light maps, not for real-time rendering which the current Dx12/Vulkan raytracing hype is all about.
"The Real-time Ray Tracing with GPU Progressive Lightmapper is expected to be released later this year."
I'll read it again when I got the time (at work now) so tha tI can be sure.
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