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ray-tracing

Started by Kaesebrot Dec 9, 2001 at 3:16 AM 13 replies 750+ views
Original Post
Kaesebrot
Kaesebrot
hi is it possible to code a (fast) ray-tracing engine for 3D-Games, or is it senseless to start ? I think with ray-tracing I can do some cool things, that´s why I want to do this.. Edited by - Kaesebrot on December 9, 2001 4:18:50 AM
Maximus
Maximus
Raytracing is incredibly slow. Your framerate would be in seconds (or minutes, depending on scene complexity) per frame instead of frames per second.

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gently down the pw33n
-----------------------"When I have a problem on an Nvidia, I assume that it is my fault. With anyone else's drivers, I assume it is their fault" - John Carmack
L-Tryosine
L-Tryosine
I think it can be done at a low res (320x240). U can try a mix from two (poly-render and ray tracer), as I thinked some time ago.
Digicube
Digicube
Kaesebrot: I think you should pursue the idea of writing a ray tracer, real-time or not. It''s a great way to get acquainted with the mathematics of computer graphics in a very API- independent way.

As for real-time ray tracing, I''m not an expert, but from what I have seen, you will either need a super computer or you are going to need to sacrifice a lot. By sacrificing I mean dirty hacks and whole lot of preprocessing, and even then you won''t be able to do the fancy eye-popping stuff like depth of view, motion blur, soft shadows, diffuse materials, etc.

Good luck.
BASSOFeeSH
BASSOFeeSH
You could always write a "raycaster."

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Maximus
Maximus
quote:
Original post by Anonymous Poster
The new Doom game is going to use some sort of ray tracing.


No it doesnt. The new doom uses stencilled shadow volumes.

-----------------------
0wn 0wn 0wn your goat
gently down the pw33n
-----------------------"When I have a problem on an Nvidia, I assume that it is my fault. With anyone else's drivers, I assume it is their fault" - John Carmack
phueppl1
phueppl1
It may be though, but take a look at it, it''s running at 30 fps on the highest high end machine with a GF3.. I think doing 2 or 3 stencil tests on the whole frame isn''t too though on a GF3... If they already do z-buffering so fast, optimizing a 8 bit compare shouldn''t be a problem.. (the only issue is that every pixel has to be touched)...

just my 2 cents,
cya,
Phil

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and no!, there are NO kangaroos in Austria (I got this questions a few times over in the states )
Visit Rarebyte! and no!, there are NO kangaroos in Austria (I got this question a few times over in the states ;) )

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