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James McCombe co-founder and CTO of Caustic Graphics discusses and demonstrates the CausticRT™ raytracing system.

In the demonstration, CausticRT raytraces the scene at VGA resolution, with 4 ambient occlusion samples. All geometry, shaders and camera can be edited at sustained 3-5 frames per second (FPS) with the CausticRT™ development system today.

Scene Description:
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* 5M triangles.
* 2 Audi R8 car models, each 1.8M triangles
* 100% ray traced primary+secondary+GI rays.
* 100% procedural GLSL shaders with many layers of Perlin noise.
* 100% HDR pipeline.
* All textures are differential driven, trilinear filtered.
* Bump mapping.
* Differential based shader anti-aliasing by default.

Video produced by Bay Area Pictures (www.bayareapictures.com)
  • Andreas Aronsson 7 months ago
    This is really interesting and exciting :3 Ever since I bumped into ray tracing I have dreamed about having it in real time! I remember doing super low resolution ray tracing on the Amiga 500 where you could watch a single beam (pixel on the screen) bounce around (change color) for ages! Hoping to see more soon!
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  • Gideon Klindt 6 months ago
    Looks great and am excited to see more.

    Would like to see how micro poly vector displaced geometry and motion blur are handled as well has fiber shaders with motion blur, DOF and "real" SSS and "fake" SS are handled. Might as well add voxel data types to that too for particle effects and volumetric effects.
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  • Spacelord 6 months ago
    This is pretty cool for developer art now lets put it in the hands of an artist !!
    I'd really like to see an interior render with loads of Area Lights and Glossie reflections. I'm sure once those rays start getting scattered things will slow down :)
    Still its got to be faster than what we have now.
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  • Maxime Brazeilles 6 months ago
    Nice demonstration hope we got a full ray traced game for future demonstration !!
    -1 for using mac, mac sux ! x)
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