By using this site, you agree to our Privacy Policy and our Terms of Use. Close
Pemalite said:
HoloDust said:

I'm wondering  if that part of silicon that does all the BHV calculations (IIRC, it's in RT cores) can be used for something else - I can't say I'm familiar that much with all the aspects of voxel octrees and similar approaches, but at least from my layman POV, BHV seems like something that perhaps can be used for some  part of it.

I'm thinkng, maybe, sometimes in the mid-term future, we'll see GPUs that are mostly built for something like voxels and raytracing...so I'm wondering whether this is perhaps one of those moments in GPU history (likeT&L, unified shaders or tesselation) that we'll remember eventually.

BHV? Or did you mean BVH or rather... Bounding Volume Hierarchy?
Either way... nVidia's RT cores are very simple... But there isn't allot of deep information on them other than that... So what extent they can be leveraged for non-Ray Traced tasks I can't say with any definitive certainty.

We are most certainly at one of those "big crossroads" in GPU technology just like T&L, Unified Shaders, Tessellation, Texture Filtering, Texture Compression, Anti-Aliasing... And one thing is for certain... The Geforce 20180 Ti is new hardware, the real hardware that will really show what Ray Tracing is all about won't come for a few years yet... And then games will follow later.

Yeah, typo - I meant BVH.

As I said (at least from what I udnerstood about it from Anandtech's article on Turing architecture), the way it searches for what intersects what reminded me a bit of sparse voxel octrees ...though, as I said, I'm not too familiar with much of the principles of either.