Original post by tabyQuote:Original post by Anonymous Poster
...
I'm pretty sure that it was Half Life 2 that used this preprocessed light energy map method for its static lighting recently.
Even Quake used this method. :)
Quake 1 does not use radiosity for the lightmaps, but quake 2 does.
How does ray tracing works?
I know ray tracing is slow but how would i go about doing it at a faster rate?
Like i see in 3ds max Ray Tracing an image so you can have reflections can take a considerable amount of time
but how are they doing the same task 50 times a second in games like counter striker source or that Project Offset they are working on the quality is awesome yet to render something like that in 3ds it takes ages so whats different?
Like i see in 3ds max Ray Tracing an image so you can have reflections can take a considerable amount of time
but how are they doing the same task 50 times a second in games like counter striker source or that Project Offset they are working on the quality is awesome yet to render something like that in 3ds it takes ages so whats different?
There are tons of ways to get ray tracing faster. Have a look at our forum at www.ompf.org/forums for detailed discussions.
Currently the fastest ray tracers cast more than 10M rays per second through a scene consisting of several thousands of polygons. We achieved frame rates of 5-8 on scenes of 80k triangles, at a resolution of 1024x1024.
The basic ingredients to achieve this:
- Highly optimized spatial subdivision (kd-tree);
- Packet tracing: Using SIMD to trace 2x2 or 4x4 rays at once;
- Code and data that respects the cache;
- Multi-core processing.
Currently our pictures aren't pretty (we are optimizing the basic process), but the code is extremely fast. Still nowhere near fast enough for games though. The Cell processor might be able to ray trace a game. It's architecture is very suitable for real time ray tracing.
Currently the fastest ray tracers cast more than 10M rays per second through a scene consisting of several thousands of polygons. We achieved frame rates of 5-8 on scenes of 80k triangles, at a resolution of 1024x1024.
The basic ingredients to achieve this:
- Highly optimized spatial subdivision (kd-tree);
- Packet tracing: Using SIMD to trace 2x2 or 4x4 rays at once;
- Code and data that respects the cache;
- Multi-core processing.
Currently our pictures aren't pretty (we are optimizing the basic process), but the code is extremely fast. Still nowhere near fast enough for games though. The Cell processor might be able to ray trace a game. It's architecture is very suitable for real time ray tracing.
This topic is closed to new replies.
Advertisement
Popular Topics
Advertisement