HackerX
09-23-2007, 10:48 PM
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"Real-time raytracing has often been called the pinnacle of computer rendering for games but only recently has it been getting traction in the field. A German student, and now Intel employee, has been working on raytraced versions of the Quake 3 and Quake 4 game engines for years and is now using the power of Intel's development teams to push the technology further. With antialiasing implemented and anisotropic filtering close behind, they speculate that within two years the hardware will exist on the desktop to make 'game quality' raytracing graphics a reality."
As somebody who's played with a fair bit of graphics programming over the years I think it's about time somebody brought this to the forefront.
Assuming they managed to pull this off, it means far more complex (far more perfect) 3d scenes, and about 10 years or so of graphics hacks down the tube (not such a bad thing). It also probably means the end of the game graphics engine competition, since raytracing basically levels the field (since currently, engines are defined by how well they can fake "realness") and hopefully means games/graphics will be defined by the content chucked at the raytracers.
I see the future where graphics cards are hardware raytracers (as opposed to hardware rasturisers) where performance (and hence price) is measured in the number of parellel cores that the card is able to utilise (since raytracing the perfect candidate for parellel processing)
Negative of all this? The same one the exists currently, speed is directly proportional to the processing power you can throw at it. So naturally, the time spent now hacking around the graphics engines today to add in features, will be spent trying to create tricks to speed up the processing. Perhaps that's where the engine competition will head?
Thoughts?
"Real-time raytracing has often been called the pinnacle of computer rendering for games but only recently has it been getting traction in the field. A German student, and now Intel employee, has been working on raytraced versions of the Quake 3 and Quake 4 game engines for years and is now using the power of Intel's development teams to push the technology further. With antialiasing implemented and anisotropic filtering close behind, they speculate that within two years the hardware will exist on the desktop to make 'game quality' raytracing graphics a reality."
As somebody who's played with a fair bit of graphics programming over the years I think it's about time somebody brought this to the forefront.
Assuming they managed to pull this off, it means far more complex (far more perfect) 3d scenes, and about 10 years or so of graphics hacks down the tube (not such a bad thing). It also probably means the end of the game graphics engine competition, since raytracing basically levels the field (since currently, engines are defined by how well they can fake "realness") and hopefully means games/graphics will be defined by the content chucked at the raytracers.
I see the future where graphics cards are hardware raytracers (as opposed to hardware rasturisers) where performance (and hence price) is measured in the number of parellel cores that the card is able to utilise (since raytracing the perfect candidate for parellel processing)
Negative of all this? The same one the exists currently, speed is directly proportional to the processing power you can throw at it. So naturally, the time spent now hacking around the graphics engines today to add in features, will be spent trying to create tricks to speed up the processing. Perhaps that's where the engine competition will head?
Thoughts?