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Render films uit 2011


Ray Tracing

Computer Graphics 2011, Lect. 11(1) - Ray tracing

24 juni 2011

Recordings from an introductory lecture about computer graphics given by Wolfgang Hürst, Utrecht University, The Netherlands.

Lecture 11(1)


Computer Graphics 2011, Lect. 11(2) - Ray tracing

24 juni 2011

Recordings from an introductory lecture about computer graphics given by Wolfgang Hürst, Utrecht University, The Netherlands.


Computer Graphics 2011, Lect. 12(1) - Ray tracing (2)

28 juni 2011

Recordings from an introductory lecture about computer graphics given by Wolfgang Hürst, Utrecht University, The Netherlands.

V-Ray RT running on a RenderStream VDACTr8 with 8x NVIDIA GTX 580 GPU's

Bedenk dat het hier om oudere hardware gaat in samenwerking met een oude versie van V-Ray.

Duidelijk wordt het verschil in rendertijd tussen renderen in de processor of met grafische kaart

aug 2011

kosten baten analyse CPU versus GPU

professionele workstations


Kosten baten analyse met CPU of met GPU renderen door RenderStream

Bedenk wel dat deze uitvoerige test in 2011 is uitgevoerd met hulp van 8 stuks NVIDIA GTX 580, 1,5 GB VRAM EN 512 CUDA CORES. Inmiddels zijn er veel snellere kaarten met veel meer CUDA cores. De dual 6 core Intel Xeon X5680 3,33 GHz zorgt voor de CPU power

23 aug. 2011

Resultaat: Met de CPU renderen duurde 18 minuten en 20 seconden of te wel 1100 seconden. Met de 8 stuks GTX 580 grafische kaarten slechts 16 seconden.

Of te wel 68 x zo snel . . .

Bij deze test met de oude versie van V-Ray waren er echter wel beperkingen, geen Motion Blur, VRay Fur, V-Ray displacement, Mesh lights etc.

Zou u een vergelijkbare CPU opstelling (met deze snelheid) willen bouwen, dan had u ten minste 68 x van deze computers nodig en een compleet netwerk en Switches. Ook het opgenomen vermogen vanuit de voeding is dan dan aanzienlijk hoger. De prijs daarvoor zal ruim 2 ton bedragen, terwijl de 8 x GPU opzet op zo'n 18.000 Dollar uit kwam.

Recently RenderStream completed testing one of its VDACTr8 systems, which utilizes eight GTX 580 GPUs, on V-Ray RT, a GPU accelerated renderer.


Het schrijven van een Raytracer voor DISK OPERATING SYSTEM

Creating a raytracer for DOS, in 16 VGA colors

Geupload op 23 mei 2011

In this tool-assisted education video I create a raytracer from scratch.

The raytracer renders in 16-color VGA palette at 640 x 480 resolution.




(alternatives at )



van Joel Yliluoma


Source code:

(only compiles in Borland C++ 3.1 and runs in DOS; this is verbatim the program that I wrote in this video)

(runs on most OSes, uses OpenMP thread-parallelism)

(runs on most OSes, uses CUDA for GPU parallelism, depends on this header file: )


List of programs written by me that made this video possible:

- ADLMIDI (This plays MIDI files through OPL3 emulation)

- JAINPUT (Japanese input editor)

- E.EXE (Full-screen DOS editor)

- SPCPLAY (This plays SPC files, which are SNES music), however see below

- New.php (With this I architected how exactly to input the code, where to resize the screen and where to scroll the window etc.)

- INPUTTER (This tool ensured that the plan is followed perfectly, given the time constraints)

- SPCtoMIDI (This converts log files created by SPCPLAY into MIDI files)

- Firstframe.php (This rendered the various effects at 11:10 to 11:54 , after which the real rendered frames were displayed verbatim. The slowness in the beginning was how the BC++ compiled program would have appeared, but it was simulated with this PHP program.)

- Animmerger (This ensured that the frames produced by Firstframe.php were indeed of the EGA palette and dithered the same way as the raytracing was)

- Hudmaker (This converts raw audio and video streams and overlays graphical items, like subtitles, into it, and sends result to encoder)

- Tile4 (This did the four-video inset at the end of the video. I got the idea from Freddy Wong (user:Freddiew).)


List of significant programs involved that were not written by me (all but BC++ are open-source):

- DOSBox and its associated utilities like "mount"

- FreeDOS command prompt

- Borland C++ compiler, Turbo Assembler, Turbo Link

- SNES9x (I used portions of SNES9x in SPCPLAY)

- MEncoder (Video+Audio Encoder; The video recorded by DOSBox was of varying FPS and of varying resolution, due to all the screenmode changes. With MEncoder I resampled them all into a common format, which was 3200x2400 120-fps RGB16 raw video.)

- Lzop (I compressed raw video streams with this for intermediate storage)

- GCC, GNU assembler, GNU gold (After verifying that the program _works_ on BC++, I compiled the _actual_ raytracer with this and did the actual rendering on a multicore Linux server, because raytracing is, well, quite slow)

- Imagemagick (This converted 16-bit PNGs into 8-bit ones)

- Audacity (I mixed audio tracks together with this tool)

- Sox (I may have used it to convert WAV from/to RAW)

- X264 (Video Encoder, used for the final encoding)

- Oggenc (Audio Encoder, used for the final encoding)

- MKVmerge (Video+Audio Multiplexer, used for the final encoding)

- HDPMI32 also makes an appearance in this video, but it's a decoy, as is ADLMIDI in this video. The audio produced within DOSBox was discarded, because it was choppy. I recorded and mixed the audio separately.


More source code links:


It was extremely slow, yes. This program would not anywhere near realtime even if I used an optimized putpixel routine, so I left it there.

Unbelievable - oh my god. That is amazing!

So if I understand well, this is DOSBox running on FreeDOS to recreate the MS-DOS era computers? I love the idea, but I am trying to understand. Could you tell me what is the hardware of this computer you are running this on? Is FreeDOS running natively on this computer? Which CPU? How much RAM?


+Alex Niebla No, this is just DOSBox. I am using the FreeDOS shell (FreeCom) inside DOSBox for no particular reason. This DOSBox is being run on some computer. Which computer is pretty much totally irrelevant.