Quote:I think if raytracing is going to be adopted in realtime, it's going to at least be merged with rasterization in a similar method first.
I fully agree. I recently did some lectures on ray tracing and it's role in future games, and came to the same conclusion with the students: Ray tracing is not going to take over in one revolutionary switch or whatever; it needs to be introduced gently and preferably as an 'optional feature'. Perhaps that will convince NVidia to add hardware support for it. :)
I also suppose you're right that combining rasterizing and ray tracing for the first hit is probably faster than full kd-tree traversal, even for full screen ray tracing (as opposed to ray tracing some objects), especially for the kind of scene complexity we are looking for at the moment (<50k visible triangles). I guess the reason it isn't used by many tracers is the fact that it only speeds up primary rays, while everyone is shooting for recursive ray tracing. Goals contradict with practice though: Real time ray tracers mostly seem to use simple scenes with little recursive effects.
I believe one speaker for RT06 complained about this: Everybody is speeding up the 'core process', but nobody is exploiting the benefits of ray tracing, which in the end causes real time ray tracing to be a mere academic excercise instead of the visual breakthrough that everyone hopes for.
By the way, I just started a project with some students to build a real time ray tracing benchmark to give the 'general public' a better idea of what ray tracing can do and what kind of performance can be expected. We ordered an 8-core machine to test stuff on (Moore will help us out once the benchmark is released), and on this machine, we will have real-time performance (~30 fps). Our course has both programmers and visual artists, so it's an interesting team.