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Towards Full-Scale Ray Tracing in Games
Mälardalen University, School of Innovation, Design and Engineering, Embedded Systems. IS (Embedded Systems).ORCID iD: 0000-0002-9437-6599
Mälardalen University, School of Innovation, Design and Engineering, Embedded Systems. IS (Embedded Systems).ORCID iD: 0000-0002-1550-0994
2016 (English)In: Proceedings of SIGRAD 2016, Visby, Sweden, 2016, Vol. 127, p. 48-49, article id 009Conference paper, Published paper (Refereed)
Abstract [en]

We discuss the current status when it comes to real-time ray tracing of games as a full-scale alternative to renderers based on rasterization. Modern games include massive geometry, beautiful graphics, and advanced rendering effects, and still, they run with a high and steady frame rate at high resolutions. We argue that to make ray tracing a viable option, significant further development is required in terms of improved algorithms and software libraries, as well as hardware innovations that will greatly benefit the average gamer’s hardware equipment.

Place, publisher, year, edition, pages
Visby, Sweden, 2016. Vol. 127, p. 48-49, article id 009
Series
Linköping Electronic Conference Proceedings, ISSN 1650-3740
National Category
Electrical Engineering, Electronic Engineering, Information Engineering
Identifiers
URN: urn:nbn:se:mdh:diva-33757ISBN: 978-91-7685-731-1 (print)OAI: oai:DiVA.org:mdh-33757DiVA, id: diva2:1048518
Conference
SIGRAD 2016, 23 May 2016, Visby, Sweden
Projects
RALF3 - Software for Embedded High Performance ArchitecturesAvailable from: 2016-11-21 Created: 2016-11-21 Last updated: 2018-02-23Bibliographically approved

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http://www.ep.liu.se/ecp/127/009/ecp16127009.pdf

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Ameri E., AfshinLarsson, Thomas B
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Citation style
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Language
  • de-DE
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