Hybrid Rendering for Ray Tracing
Hybrid Rendering for the Cloud
This leaves many product developers with the need to provide a graphics processing unit (GPU) that can support ray tracing. However, there is a significant amount of legacy in the development, support and maintenance of their existing GPU technology, not just on their own, but likely with an ecosystem of IP, tools, drivers, software and applications solutions associated with their current legacy CPU technology. To address this dilemma, SiliconArts proposes a hybrid GPU architecture where the raster GPU is retained for backwards compatibility and platform support while the ray tracing feature capabilities are incorporated by adding the SiliconArts GPU co-processors to the existing GPU solutions, thereby extending support for ray tracing authoring solutions while preserving legacy support and capabilities for existing applications.
If we look at the decomposition of a 3D graphics scene, we can compose it as static and dynamic scene components. If we compute the very large overall model in the cloud in a static model implementation, this can be performed in parallel across cloud servers and delivered as a composite scene to the game application. The dynamic scene components that are receiving inputs from the game controller can be computed locally by modifying the associated static model and incorporating any dynamic local movements to the calculations.
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