Raytracing

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4 comments, last by GameDev.net 19 years, 1 month ago
I was looking at a ray tracing tutorial, its seems okay except for the fact it wants to manipulate on a pixel by pixel basis. This is far too slow to run in real time (I had hoped to implement in my game), is there a different method that can get realatively high frame rates. Or is this something that needs to wait five years for better hardware. The Tutorial I was looking at:http://www.flipcode.com/articles/article_raytrace01.shtml
Insufficent Information: we need more infromationhttp://staff.samods.org/aiursrage2k/
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Real raytracing is not yet possible in real time.

To get proper raytracing in real time you'd have to do something like this:

http://www.saarcor.de/
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Well, that was a little strong assertion. I have seen fully raytraced 64k intros run in full realtime at a demo party in 2001, and there has probably been similar stuff before that. But let's say that realtime raytracing is not a *feasible* alternative to scanline rendering in today's games, shall we? :)
There are levels of ray tracing you can do to increase frame rates. Instead of doing it on a per pixel basis, use groups of pixels, and light map your objects. This lowers your lighting resolution, therefore less computation.

Perhaps a solution is to look at pixel and vertex shaders, and "simulate" ray tracing with some clever algorithms....

Good luck
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http://science.slashdot.org/science/05/03/15/0124218.shtml?tid=152&tid=137&tid=14
http://www.virtualray.ru/eng/shots.html

Raytracing is possible in real time. The above is a first person shooter using raytraced graphics. It looks really cool when playing it.

http://www.icarusindie.com/DoItYourSelf/rtsr/realtime3d/lessons23-30.php

Those are some tutorials on basic raytracing which run in real time. I've since switched gears to raster graphics since I don't know the math well enough to progress further with raytracing at this time.

http://www.icarusindie.com/DoItYourSelf/rtsr/softgel/lessons1-10.php

I'll be going back to raytracing once I progress far enough with 2D/3D raster graphics. The concepts being taught for the raster graphics are necessary for raytracing as well.

The problem with Flipcode's tutorials is that their goal isn't to be real time. So the code is far from optimized. The tutorials at Icarus Indie are meant to be real time. Lesson 10 runs just fine even with per pixel lighting and bump mapping. The end goal for my ray tracing tutorials is to develop something comparable to Anti-Planet while fully documenting what needs to be known along the way.

Due to being a full time student, working and tutoring, the IcarusIndie.com is pretty much on hold until this summer. But there's plenty there to give you something to play with. I recommend starting with the Wolfenstein 3D clone.

http://www.icarusindie.com/DoItYourSelf/rtsr/realtime3d/lessons34-38.php

If you don't understand how raycasting works, then raytracing is over your head. Especially since your goal is real time. That version of wolf3d will run at any resolution (how well depends on your CPU) and has no limitations on the size of the textures you can use.

What I'm going to do this summer when I have free time again, and what you can do now, is implement lighting and bumpmapping in the clone. Both those topics are covered in the SoftGeL section. It would be a good exercise since I haven't explicitly told you how to do it yet. Once you figure that out then you can work on figuring out other enhancments like shadows, better AI, turning it into a real game, etc.

You have to start at a lower level and not listen to the wrong people.

It is possible. It has been done.

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