Interactive -- with 8 cards.
![8KNF_01.jpg](http://blogs.intel.com/research/assets_c/2011/09/8KNF_01-thumb-160x119.jpg)
![8KNF_02.jpg](http://blogs.intel.com/research/assets_c/2011/09/8KNF_02-thumb-160x119.jpg)
As additional eye-candy we included several post processing special effects (thanks to Ben Segovia). Just to clarify: those are not specific to ray tracing and have been seen in some games already. They are operating on the pixels of the rendered image (not on the 3D scene) - in our case directly on the Knights Ferry card. They can improve the perception of the rendered scene dramatically.
Depth of Field: The effect is well known to photographers. If we want the spectator to focus on a certain area in the picture then the less relevant parts can be blurred. Therefore the object of interest is still sharp and will attract the main attention.
![02_regular_depth_of_field.jpg](http://blogs.intel.com/research/assets_c/2011/09/02_regular_depth_of_field-thumb-320x176.jpg)
Depth of field on/off (3% performance difference)
HDR Bloom: If in reality we leave from a dark room into the bright outside our eyes are adjusting over a few seconds to the new brightness. The same can also be observed with digital (video) cameras that mimic this behavior and adjust the brightness spectrum to a pleasantly looking image. While doing this cameras might produce a bloom that can also "bleed" into other objects.
Wolfenstein gets ray traced - now with more horsepower and new effects!
Another IDF has started and we are excited to show our latest progress. Since previous demos we enhanced our cloud-based setup that was using four Knights Ferry cards as the (Intel MIC) as the "cloud" to now run Wolfenstein: Ray Traced at even eight cards in a single machine. In order to utilize the huge amount of horse power we are now running our demo for the first time in 1080p.![8KNF_01.jpg](http://blogs.intel.com/research/assets_c/2011/09/8KNF_01-thumb-160x119.jpg)
![8KNF_02.jpg](http://blogs.intel.com/research/assets_c/2011/09/8KNF_02-thumb-160x119.jpg)
As additional eye-candy we included several post processing special effects (thanks to Ben Segovia). Just to clarify: those are not specific to ray tracing and have been seen in some games already. They are operating on the pixels of the rendered image (not on the 3D scene) - in our case directly on the Knights Ferry card. They can improve the perception of the rendered scene dramatically.
![02_regular.jpg](http://blogs.intel.com/research/assets_c/2011/09/02_regular-thumb-320x176.jpg)
![02_regular_depth_of_field.jpg](http://blogs.intel.com/research/assets_c/2011/09/02_regular_depth_of_field-thumb-320x176.jpg)
Depth of field on/off (3% performance difference)
![01_bright.jpg](http://blogs.intel.com/research/assets_c/2011/09/01_bright-thumb-320x176.jpg)
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