Afshin Ameri E
Mälardalen University, Sweden
Thomas Larsson
Mälardalen University, Sweden
Download articlePublished in: Proceedings of SIGRAD 2016, May 23rd and 24th, Visby, Sweden
Linköping Electronic Conference Proceedings 127:9, p. 48-49
Published: 2016-05-30
ISBN: 978-91-7685-731-1
ISSN: 1650-3686 (print), 1650-3740 (online)
We discuss the current status when it comes to real-time ray tracing of games as a full-scale alternative to renderers based on rasterization. Modern games include massive geometry, beautiful graphics, and advanced rendering effects, and still, they run with a high and steady frame rate at high resolutions. We argue that to make ray tracing a viable option, significant further development is required in terms of improved algorithms and software libraries, as well as hardware innovations that will greatly benefit the average gamer’s hardware equipment.
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