Realtime ray tracing for current and future games

Jörg Schmittler, Daniel Pohl, Tim Dahmen, C. Vogelgsang, P. Slusallek
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引用次数: 16

Abstract

Recently, realtime ray tracing has been developed to the point where it is becoming a possible alternative to the current rasterization approach for interactive 3D graphics. With the availability of a first prototype graphics board purely based on ray tracing, we have all the ingredients for a new generation of 3D graphics technology that could have significant consequences for computer gaming. However, hardly any research has been looking at how games could benefit from ray tracing.In this paper we describe our experience with two games: The adaption of a well known ego-shooter to a ray tracing engine and the development of a new game especially designed to exploit the features of ray tracing. We discuss how existing features of games can be implemented in a ray tracing context and what new effects and improvements are enabled by using ray tracing. Both projects show how ray tracing allows for highly realistic images while it greatly simplifies content creation.
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实时光线追踪当前和未来的游戏
最近,实时光线追踪已经发展到可以替代当前用于交互式3D图形的栅格化方法的地步。随着第一个纯粹基于光线追踪的图形板原型的出现,我们拥有了新一代3D图形技术的所有成分,这可能会对电脑游戏产生重大影响。然而,几乎没有任何研究关注游戏如何从光线追踪中受益。在本文中,我们描述了我们在两款游戏中的经验:将一款著名的自我射击游戏改编为光线追踪引擎,以及开发一款专门利用光线追踪功能的新游戏。我们讨论了如何在光线追踪环境中实现游戏的现有功能,以及使用光线追踪可以实现哪些新效果和改进。这两个项目都展示了光线追踪如何在极大简化内容创建的同时实现高度逼真的图像。
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