Towards Full-Scale Ray Tracing in Games

Afshin Ameri E
Mälardalen University, Sweden

Thomas Larsson
Mälardalen University, Sweden

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Ingår i: Proceedings of SIGRAD 2016, May 23rd and 24th, Visby, Sweden

Linköping Electronic Conference Proceedings 127:9, s. 48-49

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Publicerad: 2016-05-30

ISBN: 978-91-7685-731-1

ISSN: 1650-3686 (tryckt), 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.


Ray tracing Rendering Computer Graphics


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