Du kannst Dir Dein von oben herab gerne sparen. Zumal Du überhaupt nichts über meinen Background weißt.
Das mit der "IT erklären" bezog sich darauf, dass sobald jemand widerspricht, immer gleich nach Referenzen und Belegen geschrien wird, andersrum aber nie welche geliefert werden.
Selbst bei ganz fundamentalen technischen Grundlagen. Warum muss ich Dir erklären und belegen, wie general-purpose vs special-purpose compute, wie software-based vs hardware-based rendering funktioniert? Wie die Geschichte von Grafikkarten bei ASICs anfing und wie sich general purpose paralllized rendering durchsetzte und mit special purpose cores immer wieder angereichert und erweitert wird?
Das ist so, wie wenn jemand sagt: "Hast Du für Deine BEHAUPTUNG, dass 2+2=4 ergibt auch Belege?"
Und dann wird gleich beklagt, dass es herablassend sei.
Also gut:
A Graphics Processing Unit (GPU) is a specialized electronic circuit in computer that speeds up the processing of images and videos in a computer system.
www.geeksforgeeks.org
3D graphics transformed a dull PC industry into a spectacle of light and magic. TechSpot's look at the history of the GPU goes from the early days...
www.techspot.com
This book provides an introduction to those interested in studying the architecture of GPUs that support general-purpose computing.
link.springer.com
3D graphics transformed a dull PC industry into a spectacle of light and magic. TechSpot's look at the history of the GPU goes from the early days...
www.techspot.com
Weiter
- "GPU Gems" series by NVIDIA - These books contain a collection of articles on advanced graphics techniques and GPU programming, including discussions on software rendering and hardware-accelerated rendering.
- "Computer Graphics: Principles and Practice" by James D. Foley, Andries van Dam, Steven K. Feiner, and John F. Hughes - This classic textbook covers both the theory and practice of computer graphics, including rendering techniques.
- "Real-Time Rendering" by Tomas Akenine-Möller, Eric Haines, and Naty Hoffman - This book focuses on real-time rendering techniques, including hardware-accelerated rendering.
- "Computer Architecture: A Quantitative Approach" by John L. Hennessy and David A. Patterson - This book provides a comprehensive overview of computer architecture, including CPUs and GPUs.
Dann noch
Turn on your TV. Fire up your favorite streaming service. Grab a Coke. A demo of the most important visual technology of our time is as close as your living room couch. Propelled by an explosion in computing power over the past decade and a half, path tracing has swept through visual media. It...
blogs.nvidia.com
This blog post explains the concept of path tracing and how NVIDIA GPUs, starting with the Turing architecture, have specialized RT cores to accelerate ray tracing computations
Originally published at: What Is Path Tracing? | NVIDIA Blog Path tracing is going real-time, unleashing interactive, photorealistic 3D environments filled with dynamic light and shadow, reflections, and refractions.
forums.developer.nvidia.com
This forum post discusses the benefits of RT cores in achieving interactive, photorealistic 3D environments and furthermore explains the limitations of software-based rendering without RT cores, such as lower performance and less accurate light simulations.
Read our research for a neural denoising and supersampling technique, with the aim of achieving real-time path tracing.
gpuopen.com
This blog post discusses AMD's efforts in developing neural supersampling and denoising techniques for real-time path tracing on their RDNA-based GPUs.
AMD's upcoming FSR package could solve the noise issue on path-traced frames with proprietary neural supersampling & denoising techniques.
wccftech.com
...mentions that AMD is actively researching neural techniques for Monte Carlo denoising with the goal of moving towards real-time path tracing and explains that AMD is working on AI-based denoising techniques and neural supersampling to improve path tracing performance on their GPUs
AMD's Radeon ProRender is a software-based ray tracing engine that leverages GPU and CPU performance for rendering. While it uses AMD's high-performance Radeon Rays technology, it is primarily a software solution.
Mein Verständnis von PT ist, dass es nichts anderes als RT ist, nur vollständiger angewendet, so dass die gesamte Beleuchtung über RT realisiert ist und nicht mehr über herkömmliche Rasterization Techniken angenähert wird. So gibt es z.B. bei PT keine künstlich eingefügten Lichtquellen mehr, die nur dazu dienen, fehlendes Licht (wegen mangelnder Reflection/Refraction) nachzubilden.
Und hast Du für "Dein Verständnis" Quellen? (Rhetorische Frage)
Und warum sollte man dafür nun einen speziellen SW-Pfad benötigen?
Na, wenn Du das compute nicht auf speziell dafür vorgesehener Hardware ausführen kannst, die diesen Task besonders gut abwickeln kann, dann musst Du es "general purpose" über die programmierbaren Kerne oder CPU machen.
Logisch oder? So ist das bei Rechnern.
NVidia und Intel kann größere Teile der RT Pfads per HW abarbeiten, das ist korrekt, und deswegen sind sie auch schneller. Aber dass jetzt PT speziell auf AMD per Software umgesetzt sei, dass halte ich für ausgemachten Blödsinn, es sei denn, Du kannst mir eine schlüssige Erklärung mit Quelle dafür bieten.
Du erklärst es Dir gerade selbst. "Nvidia und Intel per HW ... schneller."
Und dann ist, wenn man es nicht auf schnellerer Hardware machen kann, Software Blödsinn?
Ehrlich, ich hab keine Lust auf diesen argumentativen Unfug.
Arc Alchemist is Intel's first attempt at gaming graphics, and if you're wondering about ray tracing, here's a quick rundown about support and performance.
www.digitaltrends.com
game.intel.com
>>
Ray Accelerators in RDNA 2 and RDNA 3
Ray Accelerators in AMD's RDNA 2 and RDNA 3 architectures are specialized hardware units designed to accelerate ray tracing tasks. They assist in computing the intersection of rays with geometry, which is a critical part of ray tracing. This hardware provides significant speed-ups over purely software-based solutions by offloading specific computations to dedicated units.
Path Tracing Specificity
Path tracing, a subset of ray tracing, involves tracing the paths of light rays as they interact with surfaces and scatter in various directions. This technique aims to simulate the behavior of light more accurately by following multiple bounces and interactions to produce photorealistic images. It requires a considerable number of rays and samples to achieve high-quality results, leading to high computational demand.
Hardware Limitations
- Ray Intersection Handling: Ray Accelerators in AMD's GPUs are highly efficient at handling ray-geometry intersections, but path tracing requires additional processing beyond just intersections. It needs to compute multiple light interactions, global illumination, and complex shading, which can still be computationally intensive even with Ray Accelerators.
- Dedicated RT Cores vs. Ray Accelerators: NVIDIA's RT cores are explicitly designed for a broad range of ray tracing tasks, including path tracing. They include hardware units for bounding volume hierarchy (BVH) traversal, ray-geometry intersections, and ray shading, all optimized for high performance. AMD's Ray Accelerators primarily focus on intersection tests, and while they significantly boost ray tracing performance, they may not be as versatile or powerful for the full spectrum of tasks required for efficient path tracing.
- Software Dependence: Because AMD's Ray Accelerators are less specialized, achieving high-performance path tracing often relies on software optimizations and CPU/GPU collaboration. AMD has been focusing on enhancing software-based solutions, such as advanced denoising and neural network techniques, to complement their hardware and improve overall performance.
Practical Implications
While AMD's hardware provides a solid foundation for ray tracing, the path tracing task's complexity and resource demands mean that a combination of hardware and sophisticated software techniques are needed to match the performance seen with NVIDIA's dedicated RT cores.
In summary, the hardware limitations stem from the focus and capabilities of Ray Accelerators, which are excellent for certain ray tracing tasks but may require more computational support to handle the intricate demands of path tracing effectively. This is why AMD continues to invest in and rely on advanced software techniques to bridge the gap.
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1. **[Nvidia RT Cores vs. AMD Ray Accelerators – Explained](https://appuals.com/nvidia-rt-cores-vs-amd-ray-accelerators-explained/)**: This article explains the differences between NVIDIA's RT cores and AMD's Ray Accelerators, highlighting that AMD's Ray Accelerators are less specialized and may not perform as well in ray tracing tasks.
2. **[It's 2024. Can AMD Graphics Cards Handle Ray Tracing Yet?](https://www.howtogeek.com/its-2024-can-amd-graphics-cards-handle-ray-tracing-yet/)**: This article discusses AMD's ray tracing performance and mentions that while AMD's Ray Accelerators improve ray tracing performance, they are not as efficient as NVIDIA's dedicated RT cores.
3. **[Does AMD GPUs Have Ray Tracing?](https://gbtimes.com/does-amd-gpus-have-ray-tracing/)**: This article explains that AMD's ray tracing technology is integrated into their GPUs but relies on software-based rendering for some tasks, which can be slower and more resource-intensive compared to NVIDIA's dedicated hardware.
4. **[A Foundation for High-Performing Graphics - AMD](https://www.amd.com/content/dam/amd/en/documents/products/graphics/workstation/rdna2-explained-radeon-pro-W6000.pdf)**: This document from AMD provides an overview of their RDNA architecture and mentions that performance may vary based on factors such as driver version and hardware configuration.
Das ist ausgemacht billig. Erst austeilen und das gegenüber für unwissend deklarieren - aber ohne jede Substanz für die Behauptung - und sich dann vom Acker machen.
Wie gesagt: keinen Bock auf diese Grundlagendiskussion.
Du kannst doch auch das Netz durchsuchen. Warum muss ich das für Dich machen?
Welche "Behauptung" muss ich denn jetzt "substanziell" untermauern?