DocumentCode
1568543
Title
Real-time Ray Tracing through the Eyes of a Game Developer
Author
Bikker, J.
Author_Institution
IGAD NHTV Univ. of Appl. Sci., Breda
fYear
2007
Firstpage
1
Lastpage
1
Abstract
There has been and is a tremendous amount of research on the topic of ray tracing, spurred by the relatively recent advent of real-time ray tracing and the inevitable appearance of consumer hardware capable of handling this rendering algorithm. Besides researchers, the prospect of a brave new world attracts hobbyists (such as demo coders) and game developers: Ray tracing promises an elegant and fascinating alternative to z-buffer approaches, as well as more intuitive graphics and games development. This article provides a view from the inside on ray tracing in games and demos, where the emphasis is on performance and short-term practical usability. It covers the way science is applied, the unique contribution of these developers to the field and their link with the research community. The Arauna ray tracer, developed at the NHTV university of applied science, is used as an example of a ray tracer that has been specifically build with games and performance in mind. Its purpose and architecture, as well as some implementation details are presented.
Keywords
computer games; ray tracing; real-time systems; rendering (computer graphics); Arauna ray tracer; game developer; real-time ray tracing; rendering algorithm; short-term practical usability; z-buffer approaches;
fLanguage
English
Publisher
ieee
Conference_Titel
Interactive Ray Tracing, 2007. RT '07. IEEE Symposium on
Conference_Location
Ulm
Print_ISBN
978-1-4244-1629-5
Type
conf
DOI
10.1109/RT.2007.4342583
Filename
4342583
Link To Document