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        <title>SceneDepth GPU Ray Tracer</title>
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        <description>This is a run of my ¨SceneDepth¨ GPU-Based Ray Tracer.  It´s source is not currently posted.  It was run on a GeForce 9800 GT, at a 480x360 resolution and varied in framerate between as low as 10 and as high as 30 FPS depending on what I was looking at.  It was written entirely in OpenGL + GLSL, While this runs on a GeForce card, I plan to run this on an ATI some time; I currently do not have access to any.  Before you guys ask - THIS IS NOT USING CUDA.  The method used was to do a bounding-volume hierarchy.  There are three lights, 2 x ~800 poly models, 2 spheres and the ground plane.  It was tested and recorded using Ubuntu Ibex. This utility should be available soon, when I write the amorphic cone code, it may be possible to use for video games, as when you don´t used particularly high poly models, the framerate goes way up.</description>
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            <title>SceneDepth GPU Ray Tracer</title>
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