Ray Tracing in Electronic Games (original) (raw)

Realtime ray tracing for current and future games

ACM SIGGRAPH 2005 Courses on - SIGGRAPH '05, 2005

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.

Efficient Use of In-Game Ray-Tracing Techniques

Figure 1: Stages of our hybrid ray-tracing implementation. (a) shows a visual representation of primary rays intersections, (b) shows only the visible pixels of ray-traced objects. (c) shows the Sponza scene rasterized using a simple directional light by the using of the traditional graphics pipeline. Finally, (d) shows the final scene representation obtained by merging images (b) and (c). The Sponza scene has 44.404 vertices and 67.462 triangles. The Stanford Bunny has 34.834 vertices and 69.451 triangles. The complete scene has 114.072 vertices and 206.364 triangles. The total number of valid rays is 66.252 rendered at 10 frames per second.

Ray Tracing in Gaming

Journal of emerging technologies and innovative research, 2020

Ray tracing is a rendering algorithm that can produce realistic lightning effects that encounter with virtual objects for generating lifelike naturalistic graphic image. Over years tons of rendering algorithm have been developed but ray tracing is one of the most effective and flexible algorithm. Earlier artists relied on hand done drawing which is extremely difficult. Production of computer graphics images increase with new technologies and ray tracing is one of them. KeywordsRay Tracing, RTX, DXR, DLSS, Ray Casting, Radiosity, Rasterization

Integration of Realtime Ray Tracing into Interactive Virtual Reality Systems

Virtual Reality & Augmented Reality in Industry, 2011

Current processors provide high performance through parallelism by integrating more and more computational cores on a single chip instead of increasing the clock rate. This is true for both the CPU (multi-core of up to 8 cores) and even more so for the GPU (many-core of up to 240 cores). GPUs are still being programmed in vendor specific languages (like Nvidia's CUDA) but cross-vendor initiatives like OpenCL will allow for providing performance on a standard desktop PC that was previously only possible on supercomputers. With is upcoming Larrabee processor, Intel goes one step further and tries to combine the concepts and advantages of multi-core CPUs with that of many-core GPUs. It moves the entire rendering process into software providing more flexibility to realtime graphics applications like games or visualization applications. In this paper we present a highly parallel System consisting of the completely new Realtime Ray Tracing engine "RTfact" and the Realtime Scene Graph "RTSG" that allow making good use of modern parallel hardware. RTfact accelerates rendering via ray tracing to the point where it can be used for interactive Virtual reality applications, while RTSG allows for flexible and high-level descriptions of 3D environments on the basis of the X3D standard that enable the description of 3D objects and their behavior. RTSG is thus the interface between Virtual Reality systems and a number of different rendering modules that includes ray tracing as well as fast rasterization via the OGRE library. RTSG currently is the fastest X3D browser that optimally supports construction and design decisions through high image quality, exceptional visual realism, as well as the high degree of detail in scenes.

Analysis of Ray Tracing Methodology and Techniques and its Distinction from other Render Models

International Journal for Research in Applied Science & Engineering Technology (IJRASET), 2022

In 3D computer-generated graphics, ray tracing is a form of rendering technique for calculating light transport for the purpose of giving a photo-realistic image. This survey paper mainly focuses on the brief working of ray tracing methodology and various techniques available to achieve this. This helps to understand one how ray tracing can be applied in the field of computer graphics to produce stunning realistic renders. At present time ray tracing is primarily available for gaming (real-time ray tracing) and also for visual effects in cinema industry. This paper also gives a detailed study about hardware and software components used for ray tracing.

A parallel implementation of an interactive ray-tracing algorithm

Computing Systems in Engineering, 1995

One of the most-used rendering algorithms in Computer Graphics is the Ray-Tracing. The “standard” (Whited like) Ray-Tracing is a good rendering algorithm but with a drawback: the time necessary to produce an image is too large (several hours of CPU time are necessary to make a good picture of a moderately sophisticated 3D scene) and the image is only ready to be observed at the end of processing. This kind of situation is difficult to accept in systems where interactivity is the first goal. “Increasing Realism” in Ray-Tracing tries to avoid the problem by supplying the user with a preview of the final image. This preview can be calculated in a considerably shorter time but permits that, with some margin of error, the user can imagine (even see, sometimes) some final effects. With more processing time the image quality continues improving without loss of previous results. The user can, at any time, interrupt the session if the image does not match what he wants. Simultaneously with the above idea, it is necessary to accelerate image production. Parallelism is then justified by the need of more processing power. The aim of this text is to describe the Interactive Ray-Tracing Algorithm implementation, using a parallel architecture based on Transputers. An overview of the architecture used is presented and the main parallel processes and related problems are discussed.

Parallel implementation of an interactive ray-tracing algorithm

Computing Systems in Engineering, 1995

One of the most-used rendering algorithms in Computer Graphics is the Ray-Tracing. The "'standard" (Whited like) Ray-Tracing ~ is a good rendering algorithm but with a drawback: the time necessary to produce an image is too large (several hours of CPU time are necessary to make a good picture of a moderately sophisticated 3D scene) and the image is only ready to be observed at the end of processing. This kind of situation is difficult to accept in systems where interactivity is the first goal. "Increasing Realism" in Ray-Tracing tries to avoid the problem by supplying the user with a preview of the final image. This preview can be calculated in a considerably shorter time but permits that, with some margin of error, the user can imagine (even see, sometimes) some final effects. With more processing time the image quality continues improving without loss of previous results. The user can, at any time, interrupt the session if the image does not match what he wants. Simultaneously with the above idea, it is necessary to accelerate image production. Parallelism is then justified by the need of more processing power. The aim of this text is to describe the Interactive Ray-Tracing Algorithm implementation, using a parallel architecture based on Transputers. An overview of the architecture used is presented and the main parallel processes and related problems are discussed.

TRaX: A Multi-Threaded Architecture for Real-Time Ray Tracing

2008

Ray tracing is a technique used for generating highly realistic computer graphics images. In this paper, we explore the design of a simple but extremely parallel, multi-threaded, multi-core processor architecture that performs real-time ray tracing. Our architecture, called TRaX for Threaded Ray eXecution, consists of a set of thread states that include commonly used functional units for each thread and share large functional units through a programmable interconnect to maximize utilization. The memory system takes advantage of the application's read-only access to the scene database and write-only access to the frame buffer output to provide efficient data delivery with a relatively simple structure. Preliminary results indicate that a multi-core version of the architecture running at a modest speed of 500 MHz already provides real-time ray traced images for scenes of a complexity found in video games. We also explore the architectural impact of a ray tracer that uses procedural (computed) textures rather than image-based (look-up) textures to trade computation for reduced memory bandwidth.

Ray Tracing

Field Guide to Astronomical Instrumentation

We describe a methodology for implementing a ray tracer which provides both a convenient testbed for developing new algorithms and a way to exploit the growing number of acceleration techniques. These bene ts are a natural consequence of a collection of data abstractions called the ray tracing kernel. By de ning an object in a broad sense, the kernel allows a single abstraction to encapsulate a wide spectrum of concepts including geometric primitives, acceleration techniques, CSG operators, and object transformations. Through hierarchical nesting of instances of these objects we are able to construct and eciently render complex environments.