RayCore® 1000 series IP | The world-first real-time Ray Tracing GPU IP
RayCore® 1000 series IP of Siliconarts, Inc. is the world-first ray tracing Semiconductor IP to be integrated into semiconductor chip such as Application Processor. RayCore® 1000 series IP offers realistic 3D images based on real-time ray tracing functionalities that customers have never experienced. With highly scalable architecture, the performance of ray tracing rendering can be easily extended by integration of multiple RayCore® 1000 series IP. With RayCore API's compatibility with OpenGL ES 1.1 standard, existing games can be easily migrated into ray tracing games.
| Architecture Characteristics
▪ World-fastest performance: 14~24M ray/s per a core (300MHz~400MHz, dependent on clock speed)
▪ Flexible & Scalable MIMD Architecture (Multi-core support) ▪ Efficient cache based memory system ▪ Requiring smaller transistors & memory than current Rasterization GPU IP
Ray Core Architecture
| Specifications
▪ 3D graphics functionalities
a. Basic Ray Tracing (Reflection, Refraction, Transmission, Shadow)
b. Total internal reflection support
c. Colored shadow support for transparent object
d. Higher ray-depth support (upto 15 depth)
e. Lighting (Multiple light sources support, Point light, spot light, directional light)
e. Shading & Texture Mapping (Phong shading, texture mapping, alpha-blending)
g. Dynamic & Static scene support (at Real-time)
h. Stereoscopic 3D display support
▪ RayCore API
a. Ray Tracing functions support
b. OpenGL ES 1.1 compatible c. Various OS Platform support (Android, Windows, Linux)
▪ Various display resolution support: 2048x2048, 1920x1080, 1280x720, 1280x1024, 1024x768, 960x640, 960x480, 800x480, 300x240
▪ Industry standard bus architecture support: AMBA, AXI, PCIEx1
| Product Demos
Siliconarts' Real-time Ray tracing technology is verified with commercial FPGA board(Dynalith Systems); the FPGA board contains four Xilinx Virtex 5 LX 330(550) FPGA chips, a TFT-LCD of 800x480 resolutions, four 128MB DDR memory, 2MB SRSAM for frame buffer, and 32-bit bus interface. Each chip operates at a speed of 84MHz and occupies about 1.2M logic gates with 0.5MB internal SRAM. Siliconarts' Real-time Ray tracing FPGA exhibits as high as 54 mega rays per second. A RayCore® is integrated into a FPGA chip and total 4 RayCore® are used in the FPGA board. Below is the demo videos for more information on our Real-time Ray tracing technology. Please download to experience. I. Demo Video #1: Kitchen (BART) Demo Video #1 demonstrates the characteristics of Real-time Whitted Ray tracing on Siliconarts' hardware. Our hardware traces paths of light through pixels and simulates a wide range of optical effects such as reflections, refractions and shadows. For video download, please refer to the following link.
II. Demo Video #2: FPS (First-Person Shooter) Game - Demo Video #2 verifies the advanced visual quality of Real-time Ray tracing technology over Rasterization technology in a particular FPS game. The scene on the left-hand side is the ray-traced scene using Siliconarts' Ray tracing hardware whereas the scene on the right-hand side is rasterized scene using conventional Rasterization hardware. Existing games and contents can be migrated into Ray tracing contents with minimal efforts. The triangle count of this demo is about 80,000. For video download, please refer to the the following link.
- This game can be acquired from http://www.gameinstitute.com
- Hardware interface is slightly modified and material properties are added for Ray traced scene
III. Demo Video #3: New Kitchen - Demo Video #3 is another kitchen scene that best depicts the superiority of ray tracing technology. A butterfly flies over the kitchen island from the sink to the oven, and a translucent sphere of fluttering radius enspheres the butterfly. The triangle count of this demo is about 296,000. For video download, please refer to the the following link.
IV. Demo Video #4: Moving Light - Demo Video #4 acknowleges the natural phenomenon of light effect which works by relocating the light source on real-time basis. Among several light sources, a light source is relocated so that the shapes and location of shadows of leaves are changed according to the changed location of this light source. The triangle count of this demo is about 240,000. For video download, please refer to the the following link.
V. Demo Video #5: Living Room - Demo Video #5 articulates the whole living room and the hallway by using a moving camera. The triangle count of this demo is about 360,000. For video download, please refer to the the following link.
* All demo files are encoded using H.264 and AAC codec
VI. OpenGL ES 1.1 Demo Images (No video)
- OpenGL ES 1.1 support
|
|