Konferensartikel

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)

Abstract

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.

Nyckelord

Ray tracing Rendering Computer Graphics

Referenser

[Bik07] BIKKER J.: Real-time ray tracing through the eyes of a game developer. In IEEE Symposium on Interactive Ray Tracing (2007), pp. 1–10. 1

[FGD*06] FRIEDRICH H., GÜNTHER J., DIETRICH A., SCHERBAUM M., SEIDEL H.-P., SLUSALLEK P.: Exploring the use of ray tracing for future games. In ACM SIGGRAPH Symposium on Videogames (2006), pp. 41–50. 1

[PBD*10] PARKER, BIGLER, DIETRICH, FRIEDRICH, HOBEROCK, LUEBKE, MCALLISTER, MCGUIRE, MORLEY, ROBISON, STICH: OptiX: A general purpose ray tracing engine. ACM Trans. Graph. 29, 4 (2010), 66:1–66:13. 1, 2

[WWB*14] WALD I., WOOP S., BENTHIN C., JOHNSON G. S., ERNST M.: Embree: A kernel framework for efficient CPU ray tracing. ACM Trans. Graph. 33, 4 (2014), 143:1–143:8. 2

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