Original Post
Not so long ago there was a thread titled "will software rasterizers ever pass hardware", and the topic of realtime raytracing came up, eventually it became the foreground topic. I was thinking perhaps we could actually have a thread specifically about that. I can propose a certain amount of questions to start with:
I was wondering what were the current attempts at hardware accelerated raytracing. I know there is the guy making the SaarCOR (www.saarcor.de), but who else? Have any actual experimental chips ever been made by anyone?
What about software raytracing for PCs? Who are the best at this? I saw the demo from RealStorm (www.realstorm.de), looked quite good and quite fast, its very sad they dont have any open source material!
What are the current raytracing techniques. I know there is forward raytracing (radiosity), backward raytracing with lights and objects (I have implemented one of those). I once read on a webpage that some raytracing implementations worked with large light spheres that would eventually get hit by rays, has that been implemented?
What are the known acceleration techniques for realtime raytracing? I know of subsampling, z buffers, octrees, are there any benchmarks of these somewhere?
And finally, what are your beliefs about realtime raytracing, do you believe that one day it will become *the way* and that nvidia and other large vendors will begin to create raytracing cards instead of relying on near-infinite fillrate rasterizers?
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Looking for a serious game project?
www.xgameproject.com