Slashdot Log In
PS3 Linux Performs Real Time Ray Tracing
Posted by
Zonk
on Thu Apr 05, 2007 03:46 PM
from the sweet-hotness dept.
from the sweet-hotness dept.
fistfullast33l writes "A video posted on You Tube shows three PS3s networked together to perform Real Time Ray Tracing. Keep in mind that PS3 Linux runs in a hypervisor, so the RSX graphics chip is not being used at all. Even more impressive, PS3 Fanboy is reporting that Linux also limits the number of SPEs to 6 at once, so not all the horsepower on each of the PS3s is being utilized. According to the You Tube Summary, IBM Cell SDK 2.0 is being used for the IBM Interactive Ray-tracer (iRT). This apparently was done by the same team that presented a tech demo at GDC 2007 of a Linux PS3 rendering a 3 million polygon scene in real time at 1080p resolution."
This discussion has been archived.
No new comments can be posted.
The Fine Print: The following comments are owned by whoever posted them. We are not responsible for them in any way.
Full
Abbreviated
Hidden
Loading... please wait.
Some thoughts (Score:2, Interesting)
that's not a strictly accurate description of the situation, although it's close. Linux doesn't limit it, it uses one SPE for its own benefit. So 7 SPEs are in use, just as they are when playing games, but one of them is consumed by the kernel.
I don't think this is very exciting, however. It's not like it has gaming applications; you need thr
Re:Some thoughts (Score:5, Interesting)
Note that the RSX (the graphics powerhouse) is not being used at all and could cut things down. Real time ray-tracing on a lower level (say 720p) may be feasible on one PS3 using both chips. You won't run your game with it (unless you render at 480p and upscale or something), but you could use it for cut-scenes or menus or other things where you don't have the overhead of traditional games processing (AI, etc.).
Also, one SPE on each console was dedicated to compressing the resulting image (to save bandwidth), and an additional SPE was used on the client to decode the images. That means there were 5 + 5 + 4 = 14 SPEs doing actual ray-tracing. That's just a hair over 2 machines if they didn't have to deal with the encoding/decoding process. Add the RSX in and this looks like it may be feasible to me (again, not for game-play where you have to run AI and such).
Still, quite cool and shows you what a PS3 is capable of in some situations.
Parent
Graphics applications (Score:5, Informative)
know there's been some limited applications of realtime raytracing in gaming. IIRC your temple in Black & White had some in the ceiling
Umm, I think you have Radiosity [wikipedia.org] confused with ray tracing. [wikipedia.org]
I don't think this is very exciting, however. It's not like it has gaming applications; you need three PS3s to get it done. Wake me up when one PS3 can do realtime raytracing in-game.
Then you must not know much about computer graphics. I doubt you could have done this with the PS2 or the XBox. The fact that a next gen machine can do this is very interesting, especially in a distributed fashion over the network. Distributed computing really is the future, and may someday take place inside game consoles as well. IF you have a spare processor and your buddy doesn't, is it efficient for him to borrow your CPU time? This is definitely a discussion that is occurring in normal computing space, let alone console gaming.
Not to mention, this isn't being done with the Sony SDK. This is done using free tools available via the internet. A college student could build this for a research project if they wished. This is proving that Sony allowing people access to Linux on the machine really is working. It counters the argument of XBLA's framework being the best thing ever. In fact, they could release this code as part of the GPL for free and it wouldn't be encombered by any Microsoft system or Sony system whatsoever.
Parent
Re: (Score:2, Interesting)
I do not. But I can't find a citation, either. They definitely didn't use radiosity, which tends to take more CPU to do right than the raytracing itself does. (I'm no graphics expert, but I've spent a fair bit of time noodling around with 3d graphics, mostly with Lightwave 3D.)
The two ar
Re: (Score:2)
Re: (Score:2)
Re: (Score:2)
Only if he plans on PAYING for it. That CPU time isn't free.
The PS3 is reported to run 220W when running folding@home.
In New York, the average residential cost of power in 2006 was 16.86 cents: (http://www.ppinys.org/reports/jtf/electricprices. html)
So 220W or 0.22kW x
The price of residential electricity in California is 14.32 which is slightly less.
Re:Graphics applications (Score:4, Informative)
Parent
Re: (Score:3, Informative)
Re: (Score:2)
Or... Perhaps 3 isn't enough, wake me up when he makes a 50 node PS3 Beowulf cluster?
Re: (Score:2)
Why should I find it impressive when a cluster of machines does realtime raytracing? What's the news here? That you can do it with a small number of machines by using PS3s? In a year or two the PS3 will be slow, old news.
Re: (Score:3, Interesting)
Not really. You can do more with a stack [uni-sb.de] of FPGAs [uni-sb.de] for a lot less. Not to mention that real-time raytracing on desktop computers has been a hot topic of research for a while now. (Especially in the demo community.) Here's one of my favorites. [realstorm.com]
For having hooked up 3 Cell cores, I actually would have expected something slightly more impressive than a car on a pedastal. I hate to be negative, but this is really nothin
I'd buy. (Score:2)
I'd love to see a massive world that could be raytraced in movie quality during
Re: (Score:2)
And in five years they will have brought out a new platform, whether you want them to or not, and no one will be making games for your platform.
Re: (Score:2)
One is, these things never work %100 of the time - manufacturers dick around with specs to save a few cents, and suddenly you have Cell-based systems that don't even talk to each other.
The second is this: once you have people connecting multiple PS3s, you end up with the same problem PC gamers see: games either target the lowest-common platform (one PS3), or they target multiple pe
Re: (Score:3, Interesting)
Upgrading a console every five years is a dying concept. It's much easier, and cheape
Re: (Score:2)
Re: (Score:2)
Of course, it's not fair for a PS3 to have 7 or 8 cores and nor is it easy to manage, so ensure that all PS3s have a 7 core limit.
Linux doesn't limit the SPEs (Score:5, Informative)
That is incorrect - Linux does not limit the SPEs - Out of the 8 available SPEs, the PS3 hardware disables 1 and one is reserved for the hypervisor leaving 6 for Linux running atop the hypervisor.
Wrong (Score:4, Informative)
It's written clearly in the article, please read it before you post about it.
seven available SPEs; one used for DRM (Score:3, Informative)
One point: there's yet another SIMD engine on that chip... people forget about VMX (altivec). It's bolted onto the PPC PPU core as well.
Of course no RSX... (Score:3, Insightful)
http://graphics.cs.uni-sb.de/~sidapohl/egoshooter
Re: (Score:3, Insightful)
Um... no. Ray tracing, by definition, CAN be hardware-accelerated. All that it is is tracing the path of light beams to build the image. It can be hardware accelerated. There have been projects in the past (university students, and even companies) to make hardware accelerators for ray-tracing.
I'd love to see that definition that say it is not hardware-accelerated.
Re: (Score:2)
This is not to say that ray tracing can't be accelerated by providing the appropriate routines in hardware, just that there's a mismatch between what is needed for ray-tracing and what nVidia et al. provide to support OpenGL and DirectX, so even if the graphics hardware on the PS-3 were available in Linux, it wouldn't be that beneficial for this project.
Re: (Score:2)
Re: (Score:2)
Well, isn't a graphics chip just a piece of specialized instructions optimized for graphics applications? The point I think the developers are making is not that the RSX would be useless for the ray tracing calculations due to the fact that it's not specialized for those algorithms, but that the graphics display in the end (polygon rendering, shading, etc.) is not accelerated either - you're getting raw processing fro
Re:Of course no RSX... (Score:4, Insightful)
Where is, if I may ask, this 'definition'?
Parent
Wasn't the PS3 supposed to have 4 Cell chips? (Score:2)
If only Sony had stuck with that and given us a machine that could real-time raytrace, then I probably would be queueing up to spend $837 on it (UK price of £425 converted at today's exchange rate).
Polygon? (Score:2)
Re: (Score:2)
As I remember, that figure is only given so it can be compared to traditional techniques. Polygons are "free" in ray-tracing. It doesn't matter if you have one giant polygon, or 100,000 little ones; they should render at roughly the same speed (memory and such makes up for the difference). Since you only draw what's visible (where in rasterized drawing you have to draw everything, tricks help reduce overdraw but it's still there) it doesn't matter how many polygons you have. Ray-tracing is relatively consta
Re:Polygon? (Score:4, Informative)
You'll also find that most ray tracers exhibit the same performance variation between facing a wall and facing a full landscape. It may not be as dramatic due to the relatively high constant of proportionality for a software ray tracer vs. a GPU but it's still there. A large part of that is probably just cache performance -- you'll have a lot more cache hits facing the wall.
Reflection-wise, you've got the right idea -- there will be a decent speed hit for them. But you've got it backwards. Doing a good job of computing color bleed effects require a ray tracer which supports global illumination and that can take astronomically more rays to compute than a decent implementation of basic specular reflections. You probably need at least 100 rays/pixel or more to even have a prayer of not having any excessively noisy image. Ray tracing is a point-sampling technique which means that any time you have any sort fuzzy/soft kinds of effect like ambient occlusion, glossy reflections, soft shadows or color bleed from indirect illumination.
Parent
It's a simple scene, of course... but... (Score:2)
So does this mean we're on the edge of having ra
Re: (Score:2, Funny)
Look out Hollywood. (Score:3, Interesting)
Forget about it if the company gives you tools and permision remap/redraw everything easily with 2d sources.
Desktop directors will be the garage band rock stars of the next few decades.
You might know me by my old .sig
Your civilization has built the Internet.(+2sci) This obsoletes the Hollywood wonder.(+1hap)
Re: (Score:2)
Too bad the effects of The Internet expire with the creation of the RIAA/MPAA Wonder.
Re: (Score:2)
All these people are being paid real money to do real work. Now some of them are doing paper pushing due to the shear size of the crew, but these are not in the majority. [...] They need all these warm bodies because MOVIES ARE COMPLEX AND HARD TO MAKE.
They're a lot more complex (at least in terms of number of people required) when you're dealing with physical sets and actors.
Look at how many of those names are gaffers, grips, wranglers, medics, coaches, assistants, stunt men, stand-ins... you don't need people to keep track of props when your props are all digital. You don't need to ensure actors' safety when all the actors do is speak into a microphone. You don't need trained, unionized electricians hooking up your lights when you can add new light sou
Re: (Score:2)
So all you've done is pushed all their duties onto one person's shoulders.
Not quite. You can completely eliminate many of the tasks that have no purpose in the virtual world (CGI actors don't need medics, assistants, makeup artists, or craft services), and many of the other tasks can be performed by fewer people in less time.
Virtual set or real set, someone still has to create it. Same with props. Part of the reason we have "division of labour" is that there is only so many hours in a day, and one person can't be an expert in everything.
Correct. To make something good, you'll still need a team of artists and modelers. But that doesn't mean you aren't saving a ton of time and money!
One or two people can build a virtual set in a matter of hours. They don't need building materials, paint, lad
This guy had first post for the PS3 release saying (Score:2)
Re: (Score:2)
Re: (Score:2)
Importance of parallelism (Score:3)
This and other implementations (google's MapReduce [wikipedia.org] algorithm, for example) prove the importance of parallelism for tomorrow's computing. I would love to have 10000 small general purpose CPUs on my machine without any custom chips than one monster general-purpose CPU and one mega-hardcoded GPU.
Some random thoughts:
The transputer [wikipedia.org] was way ahead of its time.
The 100 year programming language would be the one that implements the Actor [wikipedia.org] model most efficiently.
Nature's computation machines are not very fast, but they are vastly parallelized [wikipedia.org].
AC Zombie speaks... (Score:2)
ARMORED... CORE...
Armored... RAVEN! RAVEN! AAUGH! Aaa -
armored... core...
Re: (Score:2)
First off, while I loved the original Armored Core, the series has kind of lost its way since then, and AC4 has gotten some really mediocre reviews.
Secondly, you can also get it for the Xbox 360 [gamespot.com] so that's hardly a compelling reason to get a PS3. Especially since AC4 for the Xbox 360 makes use of Live, which is missing on the PS3 side.
Re: (Score:2)
But the GGP poster didn't ask for exclusives - just for games worth playing... Not that it matters, AC Zombie doesn't discriminate, he just hungers, hungers for Armored Core....
(Armored Core Zombie prefers Kawamori-infused Armored Core, but Armored Core Zombie will take what Armored Core Zombie can get...)
Re: (Score:2, Informative)
Those "arbitrary" limitations aren't so arbitrary. Sony intentionally limited PS3 Linux in order to prevent competition from homebrew games. Sony's taking a big dollar loss per console sold, and their bread-and-butter to make that up is game licensing fees. If PS3 Linux had access to the ful
Re: (Score:3, Informative)
I don't buy that for one second. There is no way homebrew will provide any amount of competition to professional publishing houses, with their multi-million-dollar budgets and professional artists, composers, and so forth. Hell, just look at the Linux/Windows open-source game market... oh, right, there isn't one (aside from the odd exception, like Tux Racer or Frozen Bubble).
The only reasons I can think of to lock down
Re: (Score:2)
Re: (Score:3, Insightful)
And even if Sony did open up the hardware completely for homebrew, you still need distribution channels. Considering PS3 games ship on 27 GB discs, they aren't very download friendly. And obviously there is a benefit to using Sony made discs with copy prote
Re: (Score:2)
Re: (Score:2)
It's okay... I can't afford a ferrari either, but when one of them goes 200mph on a freeway, I still think it's neat.
It's funny... laugh.