Ray tracing in games explored

— 2:09 PM on December 18, 2006

Ronald already caught this in the Shortbread, but it's worth some extra attention. PC Perspective has posted an interesting article on the use of ray tracing as a rendering method in games. The article was written by Daniel Pohl, a German programmer who wrote real-time ray tracing 3D engines for both Quake 3 and Quake 4. Since no hardware accelerators exist to speed up ray tracing, the engines require a bunch of PCs hooked together in a local network to render playable frame rates at high resolutions. However, Pohl says the advent of multi-core processors coupled with the fact that ray tracing algorithms are easy to parallelize could mean real-time ray-traced games will be possible in the future. Pohl isn't the only one who thinks so, either. At IDF this fall, Intel touted the advantages of real-time ray tracing and said the technology was "the future for games."

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