Forums Technical subjects R&D Technology previews Starting a raytracing engine all over again

Author Posts

Lionel
Keymaster

The ray tracing in Patchwork 3D can make beautiful images of your scene.

But is is slow…
As an exemple, rendering this image of an electric vehicle takes over 5 minutes!

What if there was a way to speed it up? But not twice as fast, not 10 times as fast, no really very very very much…

Nowadays, the answer is YES with GPU ray tracing.

So we’re beginning the development of a new ray tracing engine in GPU.

Stay tuned, we’ll post our R&D journey here.

 



Lionel
Keymaster

So here is our first step to build a Ray Tracer in GPU to replace the CPU current one in Patchwork 3D: calculating lightmaps then interactive rendering of the model with only these lightmaps.

Quite fast when compared to the usual lightmap calculation time, right?



Lionel
Keymaster

Here is our second step to build a Ray Tracer in GPU to replace the CPU current one in Patchwork 3D: rendering the environment.

It’s ray tracing and we can move around interactively! But not too quickly so as not to make you sick. 🙂



Philippe
Keymaster

Our third step is implementing a GPU-based Ray Tracer to replace the current CPU-based one in Patchwork 3D by rendering materials.
This significant milestone brings us one step closer to a fully GPU-powered solution.

We’d love to hear your thoughts on this update! Share your comments and join the discussion below.



Lionel
Keymaster

We have successfully integrated graphical elements such as logos, marks, and iconography, known as “Stickers”, as part of our ongoing efforts to transition Patchwork 3D’s ray tracing engine from CPU-based to GPU-based.
This implementation and all upcoming ones take advantage of the improved speed, power, and efficiency of GPU ray tracing.

This development is part of our commitment to integrate all existing features into the new GPU raytracer, enhancing speed, power, and efficiency. The new engine will significantly improve rendering times and overall performance.

 



Philippe
Keymaster

We’re thrilled to announce that the rendering of mirrors has been integrated as part of our ongoing efforts to transition Patchwork 3D’s ray tracing engine from CPU-based to GPU-based.
This implementation and all upcoming ones take advantage of the improved speed, power, and efficiency of GPU Ray Tracing.

This development is part of our commitment to integrate all existing features into the new GPU raytracer, enhancing speed, power, and efficiency. The new engine will significantly improve rendering times and overall performance.


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